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07-13-2011, 01:47 PM
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http://img163.imageshack.us/img163/4968/sc20110712214559.png


The Engineer is a master of controlling and weakening enemies. Engineers wear medium armor and can use deadly hand blaster gauntlets.

http://img121.imageshack.us/img121/1485/engineerfront.png http://img15.imageshack.us/img15/479/engineerfrontfemale.png Engineers, reporting for duty! http://img217.imageshack.us/img217/3903/engineerfemaleside.pnghttp://img846.imageshack.us/img846/4797/engineerside.png


Engineer Overview

Engineers are a "Supporting" class that specializes in the use of various healing spells, Damage over Time (DoT) attacks, and a small amount of Area of Effect (AOE) damage.
Though its main purpose seems to be a support teammate, the Engineer can deal some wicked damage, along with offering great survivability due to their extensive HoT, and armor buff skills.
Not to be confused with the "Mage" class of character from Pocket Legends. This is a completely independent and original class.
Engineers offer the ability to fix broken door controller units throughout the many maps of Star Legends.

Game Play Video - Coming soon!

Engineer Strengths

Capable of withstanding repeated amounts of damage over time (Multiple healing skills and armor buffs)
Easily able to harvest Stimpacks and Powerpacks if playing solo/hosting conservatively (with respect to skill spamming)
Potential to do mass amounts of damage to a single target (if skills are casted correctly)
A necessary addition to any team that is looking to do some successful farming.
Rarely use any Stim/Powerpacks if skills are used correctly i.e. not spamming.
Engineers offer multiple group buffs and heals which are CRITICAL for fast, successful dungeon runs, and for keeping your team alive.

Engineer Weaknesses

Too many engineers on one team will result in longer runs through a map.
Not the best damage dealer.
Be prepared to use a good supply of PowerPacks if you spam your skills heavily.
Engineers are not good at crowd control.

Let's Get Started

Engineers are the kings of Damage over time attacks and both individual and group healing. Don't leave home without one. With Star Legends inception, the general perspective of the classes were Commando = Tank, Operative = Avian, and Engineer = Enchantress. For Engineers however, this couldn't be further from the truth.

A typical Enchantress was known as the glass canon of Pocket Legends, a character that does massive amounts of damage, and has the protection of a half cooked noodle. The Engineer on the other hand, has average to above average (if your armor is buffed) protection and has Average to below average attack power.
When discussing the ability to "solo" a dungeon, one must ask themselves two questions; "Do I want to do the runs as fast as humanly possible", and "Do I care if I go through a bunch of packs during the runs?" If you answered Yes to the first question, you should probably check out the Operative section. Now, Engineers are not "slow" at doing solo runs, they are just not the fastest. With regards to the second question, if you answered Yes, then welcome to the Engineer class. Engineers are blesses with the uncanny ability to survive like a cockroach. Engineers have 3 different Healing skills, the ability to freeze mobs (Critical when things get choppy while soloing), and having some incredible armor buffs. If you can't survive with that, you need to rethink your profession, perhaps knitting would be more appropriate. Many players even go into the current last world in the game with 0-1 packs, and walk out with a full load of 25/25.
Any experienced player of Star Legends should know, the Engineer is a critical addition to any team. Without an engineer, teams will use a great deal of Stimpacks, and risk the chance of getting themselves killed. With the Engineer's ability to buff the group (from 1 - 60 armor dependent on your skill level - See the skills section), heal the group over time, and stun enemies, the rest of the team can focus on putting those intergalactic monsters back where they came from.
However, with these powerful abilities, comes great responsibilities. You must hone your skills and timing to be an active and wanted member of a group.

Skills of an Engineer

A good thing to note about all damage dealing, and healing skills; generally, the higher your "Equipped" damage is (i.e. a powerful weapon), the harder your skills will hit, or the more health your skills will heal.

The current skills for an Engineer are as follows:

http://img171.imageshack.us/img171/1871/wither.pngWither - (Damage over Time) - Earned at level 2
Rank 1: 8 energy, 12 second cool-down, 12m range, 10 seconds of 1 - 2 damage every 2 seconds.
Rank 2: 8 energy, 12 second cool-down, 12m range, 10 seconds of 2 – 5 damage every 2 seconds.
Rank 3: 8 energy, 12 second cool-down, 12m range, 10 seconds of 4 – 8 damage every 2 seconds.
Rank 4: 8 energy, 12 second cool-down, 12m range, 10 seconds of 6 – 10 damage every 2 seconds.
Rank 5: 8 energy, 12 second cool-down, 12m range, 10 seconds of 8 – 12 damage every 2 seconds.
Rank 6: 8 energy, 12 second cool-down, 12m range, 10 seconds of 10 – 14 damage every 2 seconds.

Wither delivers damage over time to your targeted mob, and can be one of the main damage dealers for an Engineer (If you are looking for a single mob damage dealer). The skill applies 4 times each 2 seconds apart (10 seconds total). The higher the rank, the more damage is dealt over the 10 second time period. This skill should be mainly used on the mob with the highest health as it will do the skill most justice.



http://img685.imageshack.us/img685/1363/leechq.pngLeech - (Damage over Time, Healing over Time) - Earned at level 3
Rank 1: 10 energy, 15 second cool-down, 12m range, 6 seconds of 1 - 2 damage per 2 seconds and healing to the caster.
Rank 2: 10 energy, 15 second cool-down, 12m range, 6 seconds of 2 - 5 damage per 2 seconds and healing to the caster.
Rank 3: 10 energy, 15 second cool-down, 12m range, 6 seconds of 4 - 10 damage per 2 seconds and healing to the caster.
Rank 4: 10 energy, 15 second cool-down, 12m range, 6 seconds of 6 - 14 damage per 2 seconds and healing to the caster.
Rank 5: 10 energy, 15 second cool-down, 12m range, 6 seconds of 8 - 18 damage per 2 seconds and healing to the caster.
Rank 6: 10 energy, 15 second cool-down, 12m range, 6 seconds of 10 - 20 damage per 2 seconds and healing to the caster.

Leech can offer a large burst of both healing and damage when successfully cast on a single mob. The skill applies 2 times both 2 seconds apart, with each effect healing the caster for the same amount (total of 6 seconds). This skill does however have a longer cool-down, so be sure not to rely on this skill to keep you alive when you are in difficult combat situations.



http://img801.imageshack.us/img801/1267/empathy.pngEmpathy - (Group Healing over Time) - Earned at level 4
Rank 1: 15 energy, 8 second cool-down, 8m range, (3) group heals of 5 - 10 HP over a 9 second period (casting every 3 seconds).
Rank 2-6: Plus 5 - 5 more heal with each level.
Note: 3 group heals means that the entire group will be healed 3 separate times in 9 seconds with one cast of this skill.

Empathy is a main support feature of an Engineer. Your team relies on you to heal them in tight situations, so don't forget it.



http://img823.imageshack.us/img823/6135/revive.pngRevive - (Bring a player back to life, Small Party Buff) - Earned at level 6
Rank 1: 20 energy, 15 second cool-down, 8m range, revive your fallen party member within range.
Rank 2: 15 energy, 15 second cool-down, 8m range, revive your fallen party member within range.
Rank 3: 10 energy, 15 second cool-down, 8m range, revive your fallen party member within range.
Rank 4: 10 energy, 15 second cool-down, 9m range, revive your fallen party member within range.
Rank 5: 10 energy, 15 second cool-down, 10m range, revive your fallen party member within range.
Rank 6: 10 energy, 15 second cool-down, 12m range, revive your fallen party member within range.

This skill also has a super-secret hidden buff that lasts for a ridiculously long amount of time. When casted, the skill provides an additional 1 mana regen, 1 damage, 1 DPS, and 1 armor for around a minute. The mana regen is perhaps the most important as gear in Star Legends does not (barely) improve your M/S or H/S. If you combine this with the Force Shield skill you can bump your M/S to 3.



http://img220.imageshack.us/img220/567/forceshield.pngForce Shield - (Protection to the caster, Armor Buff) - Earned at level 8
Rank 1: 10 energy, 45 second cool-down, 30 second duration, +20 armor, + 1 M/S, the shield bursts when you take 25 damage.
Rank 2: 10 energy, 45 second cool-down, 30 second duration, +40 armor, + 1 M/S, the shield bursts when you take 35 damage.
Rank 3: 10 energy, 45 second cool-down, 30 second duration, +60 armor, + 1 M/S, the shield bursts when you take 45 damage.
Rank 4: 10 energy, 45 second cool-down, 30 second duration, +80 armor, + 2 M/S, the shield bursts when you take 55 damage.
Rank 5: 10 energy, 45 second cool-down, 30 second duration, +100 armor, + 1 M/S, the shield bursts when you take 65 damage.
Rank 6: 10 energy, 45 second cool-down, 30 second duration, +120 armor, + 1 M/S, the shield bursts when you take 75 damage.
Force Shield offers a shield that increases the casters armor and energy regeneration. The shield also lasts for 30 seconds until a maximum amount of damage is absorbed. The armor buff offers 20 more armor points and lasts for a 30 second duration, and the points of mana regen lasts for an equal time. This skill is useful* to both yourself and your team when participating in boss fights. It gives you a large amount of additional armor (dependent on the level of your skill), which could make or break that difficult boss fight you have been working on. Also note that this skill stacks with other skills, i.e. Revive/Protection.

* Threre is much discussion currently as to how much additional armor truly affects your damage intake. The present mindset is leaning toward armor being a waste of time. Use at your own risk.



http://img827.imageshack.us/img827/9878/suppression.pngSuppression - (Stun) - Earned at level 10
Rank 1: 15 energy, 15 second cool-down, 12m range, a 6 second mesmerize on (2) mobs within 6m of target. Any damage done to a mob while mesmerized will break the spell.
Rank 2: 15 energy, 15 second cool-down, 12m range, a 6 second mesmerize on (3) mobs within 6m of target. Any damage done to a mob while mesmerized will break the spell.
Rank 3: 15 energy, 15 second cool-down, 12m range, a 6 second mesmerize on (4) mobs within 6m of target. Any damage done to a mob while mesmerized will break the spell.
Rank 4: 15 energy, 15 second cool-down, 12m range, a 6 second mesmerize on (5) mobs within 6m of target. Any damage done to a mob while mesmerized will break the spell.
Rank 5: 15 energy, 15 second cool-down, 12m range, a 8 second mesmerize on (5) mobs within 6m of target. Any damage done to a mob while mesmerized will break the spell.
Rank 6: 15 energy, 15 second cool-down, 12m range, a 8 second mesmerize on (5) mobs within 8m of target. Any damage done to a mob while mesmerized will break the spell.

This skill is important if an Engineer is going dungeon hunting solo because it gives you the few moments you need to cast your healing spells or wait for your energy to regen. While playing with a group though, this skill is pretty useless, unless you are playing with a skilled group that knows when you mesmerize and will back off when casted.



http://img233.imageshack.us/img233/4800/protectiono.pngProtection - (Armor Buff) - Earned at level 13
Rank 1: 15 energy, 10 second cool-down, 120 second duration, and gives a group buff of 10 more armor.
Rank 2 - 6: For every level past 1, you will increase your armor buff by 10 armor points.

This is a help to any group that you are playing support role for. At its highest level, Protection offers a 60 point armor buff for all members on a team. THIS SKILL DOES NOT STACK WITH OTHER PLAYERS PROTECTION! There was a recent change to the skill that removes its ability to stack.



http://img818.imageshack.us/img818/6735/transference.pngTransference - (Damage over Time, Area of Effect Group Healing over Time) - Earned at level 16
Rank 1: 15 energy, 10 second cool-down, 12m range, 2 - 10 area damage, damaged targets heal teamates by 2 - 10 within a 10m range.
Rank 2: 15 energy, 10 second cool-down, 12m range, 3 - 12 area damage, damaged targets heal teamates by 4 - 12 within a 10m range.
Rank 3: 15 energy, 10 second cool-down, 12m range, 4 - 14 area damage, damaged targets heal teamates by 6 - 14 within a 10m range.
Rank 4: 15 energy, 10 second cool-down, 12m range, 5 - 16 area damage, damaged targets heal teamates by 8 - 16 within a 10m range.
Rank 5: 15 energy, 10 second cool-down, 12m range, 6 - 18 area damage, damaged targets heal teamates by 10 - 18 within a 10m range.
Rank 6: 15 energy, 10 second cool-down, 12m range, 7 - 20 area damage, damaged targets heal teamates by 12 - 20 within a 10m range.

This is another great skill to have when playing the support role for a group. You can put a large dent into a mob using this, and provide that little bit of health to a teammate in need. It is good to know that the more mobs that are effected by Transference, the more heal you can offer to the group.

This skill, while technically a DOT, finishes very quickly and is almost always useful. It applies an instant burst of AOE damage when cast, then one more burst of AOE damage about a second later. The second burst heals people around the enemies.
Remember, the better weapons/damage you are able to equip, the higher damage this skill will do. As this is a hard hitting skill to begin with, having more damage points equipped will go a long way.



http://img21.imageshack.us/img21/8851/painr.pngPain - (Damage over Time, Area of Effect Damage) - Earned at level 20
Rank 1: 15 energy, 8 second cool-down, 12m range, 2 - 8 Damage on impact, 3 second stun and knockdown and 15 - 25 area damage at the end of stun (explosion).
(After stunned, the target will explode and hurt all enemies around it.)
Rank 2: 15 energy, 8 second cool-down, 12m range, 4 - 10 Damage on impact, 3 second stun and knockdown and 15 - 25 area damage at the end of stun (explosion).
Rank 3: 15 energy, 8 second cool-down, 12m range, 4 - 12 Damage on impact, 3 second stun and knockdown and 15 - 25 area damage at the end of stun (explosion).
Rank 4: 15 energy, 8 second cool-down, 12m range, 4 - 15 Damage on impact, 3 second stun and knockdown and 15 - 25 area damage at the end of stun (explosion).
Rank 5: 15 energy, 8 second cool-down, 12m range, 5 - 17 Damage on impact, 3 second stun and knockdown and 15 - 25 area damage at the end of stun (explosion).
Rank 6: 15 energy, 8 second cool-down, 12m range, 5 - 20 Damage on impact, 3 second stun and knockdown and 15 - 25 area damage at the end of stun (explosion).

Pain is another DoT attack that, when used correctly, can be a great addition to a fight. This skill has a rather long waiting period of 3 seconds before it explodes, so it is best to use this skill on the mob with the largest health, as that mob has the best chance to be alive when the skill explodes. This skill is great during boss fights, you can cast this spell, run away and unload other skills/auto-attack, and then by the time it blows up, it has almost fully regenerated. This allows you to keep the boss pretty well frozen during the entire fight.

I personally find no reason to increase this skill past 1. Its main purpose is to freeze your target, and the ~20 ish damage is essentially negligible on a boss fight.



Sonic Boom - (Area of Effect Damage) - Earned at level 24
Rank 1: 15 Energy, 30 second cool-down, 6m range, 2 - 10 area damage
Rank 2: 15 Energy, 30 second cool-down, 6m range, 4 - 14 area damage
Rank 3: 15 Energy, 30 second cool-down, 6m range, 6 - 18 area damage
Rank 4: 15 Energy, 30 second cool-down, 6m range, 8 - 22 area damage
Rank 5: 15 Energy, 30 second cool-down, 6m range, 10 - 26 area damage
Rank 6: 15 Energy, 30 second cool-down, 6m range, 12 - 30 area damage

Sonic Boom is a single shot AOE damage attack. It does a good amount of damage when cast, unfortunately the cool-down is so long, that it makes the skill nearly worthless in PVE environments. With that said, I feel that Sonic Boom will be very benefitial in the PVP world as an initiating attack from an Engineer. With Sonic Boom ranked high, once you cast this and Transferrence and you have taken a large amount of health away from your opponent.



Skill Point Assignment - lvl 1-26 (Will be updated to 31 soon)

This skill assignment is designed for the PVE environment and is more focused on the “Support” role of an Engineer.
1 no points
2 Learn Wither (1)
3 Learn Leech (1)
4 learn Empathy; (1)
5 Empathy (2)
6 Learn Revive (1)
7 Empathy (3)
8 Empathy (4)
9 Leech (2)
10 Empathy (5)
11 Wither (2)
12 Leech (3)
13 Empathy (6 Maxed)
14 Save your points
15 Save your points
16 Learn Transference (3)
17 Transference (4)
18 Transference (5)
19 Transferece (6 Maxed)
20 Learn Pain (1)
21 Wither (3)
22 Wither (4)
23 Wither (5)
24 Leech (4)
25 Leech (5)
26 Leech (6 Maxed)
I chose Leech over Wither to get myself out of a bind if need be. It comes in usefull when you are getting swamped by mobs and you need a little bit extra healing done. Feel free to take the 1 from Leech and move it to Wither.


Attributes - What do they have to do with me?

Using Physiologic's method of attribute comparison:
This list shows which stats add the greatest amount of a particular attribute.

Hit%: STR > INT > DEX
Crit: DEX > INT > STR
Dodge: STR > INT > DEX
Health: STR > INT > DEX
Mana: INT > STR > DEX
Damage: INT > STR > DEX
DPS: INT > STR > DEX
Armor: STR > INT > DEX

Attribute Discussion

STR

With the addition of STRENGTH you will see the most increase in Hit, Dodge, Health, and Armor, and the second most in Mana, Damage, and DPS.

I find that though STR adds the largest amount of the "protection" attributes, these attributes are slightly useless with the wide array of healing skills the Engineer is comprised of. With Force Shield, Protection, and your wide array of healing abilities, you don't really need to waste your points on added protection.
Also, the difference in amounts between STR and INT in many of the attribute distributions is very slight, and therefore you would be better off adding them to INT so that your damage goes up, which in turn makes every skill you cast hit harder and heal more.

INT

This is where the money is at. Though STR seems like it would be a better choice (since it has the greatest impact on the most attributes) I find INT to be a more useful characteristic. INT increases two main things, Damage, and Mana. First I will discuss Damage. With the greatest increase in damage every punch, shot, stab, headbutt, whatever you do will cause the enemy to die faster. Also, the increase in damage translates directly to your skills in a sense that the more damage points you have, the more damage/heals all of your skills will do. Secondly, with a larger amount of Mana, you are able to cast more spells which saves you money on Power Packs.

DEX

Lol



Mana - Important for an Engineer which uses its skills heavily. The more mana you have, the less amount of PowerPacks you will buy, the less credits/plat you will spend.

Hit% - The amount of time that you will "Hit" the enemy. Physiologic put together this great image of how hit%, dodge, etc. work. I am waiting on his permission to show.

Crit - The amount of time that you will deal a "Critical" amount of damage to a mob. This comes in very handy when you are casting a skill such as Transference on a boss and hit a crit, which deals double damage.

Damage - How much damage you deal on a mob. The higher your equipped damage, the more damage your skills will hit. This is perhaps your most important skill.

DPS - Damage per Second.

Note: as of now, equips do NOT have any attribute requirements (INT,STR,DEX). Some do however, require a particular class to equip the weapon.

If you are planning on doing more solo-farming in the game, the best setup in going full INT, followed closely by putting just enough points into STR to raise your protection a slight bit. That extra bit of armor/dodge/health could provide useful on boss battles.

Attribute Distributions:
Go full INT. Honestly, this is the best setup.

This game is not like Pocket Legends in many ways, one including how attributes are allocated. In PL, each of the 3 (INT DEX STR) would give you the same attributes regardless of class (for the most part). However, in SL, each class uses each of the 3 differently.

For more information about this, check out Physiologics thread here. (http://www.spacetimestudios.com/showthread.php?30467-Star-Legends-General-Attributes-%28STR-DEX-INT%29-Guide)

Engineer's Gear:
For an in-depth analyzation of how different stats of gear affect yourself (such as more DODGE vs. more ARMOR), please reference the Lvl 25 Gear section. Much of this can be applied to the high level gear in the same fashion.

If you would like me to discuss a certain set, please let me know in the comments section.

Also, check out IBNobody's incredible Item Compendium Here (http://www.spacetimestudios.com/showthread.php?36152-Star-Legends-Item-Compendium&p=406822&viewfull=1#post406822). This is where I got my information for this section.

Lvl 30 Gear (images soon to come)
In the game at the moment, there are 4 sets of the "Best" gear you can get; The Pink set (Don't know the name yet)(PINK), Wanderer's Dytronic(Purple), Custom Atomite(Purple), and Atomite(Purple).

Full Atomite is lootable in game (throughout the Slouch-O levels).

The set has the following stats:
Atomite Helm: 4 Int, 3% Hit, 2% Crit, 20 Health, 20 Mana, 54 Armor.
Atmoite Vest: 4 Int, 3% Hit, 2% Crit, 20 Health, 20 Mana, 135 Armor.
Atmoite Pack: 4 Int, 3% Hit, 2% Crit, 20 Health, 20 Mana, 54 Armor.
Atmoite Stompers: 4 Int, 3% Hit, 2% Crit, 20 Health, 20 Mana, 81 Armor.
Atmoite Sleeves: 4 Int, 3% Hit, 2% Crit, 20 Health, 20 Mana, 81 Armor.

In total, the set gives: 20 Int, 15% Hit, 12% Crit, 100 Health, 100 Mana, 405 Armor.
Full Custom Atomite is craftable in game (Using loot found throughout the Slouch-O levels).

The set has the following stats:
Custom Atomite Helm: 4 Int, 3% Hit, 2% Crit, 25 Health, 35 Mana, 54 Armor.
Custom Atmoite Vest: 4 Int, 3% Hit, 2% Crit, 25 Health, 35 Mana, 135 Armor.
Custom Atmoite Pack: 4 Int, 3% Hit, 2% Crit, 25 Health, 35 Mana, 54 Armor.
Custom Atmoite Stompers: 4 Int, 3% Hit, 2% Crit, 25 Health, 35 Mana, 81 Armor.
Custom Atmoite Sleeves: 4 Int, 3% Hit, 2% Crit, 25 Health, 35 Mana, 81 Armor.

In total, the set gives: 20 Int, 15% Hit, 12% Crit, 125 Health, 175 Mana, 405 Armor.
Full Wanderer's Dytronic Gear is Plat purchased onle, for 10 plat each piece in the Plat store. The set looks nearly identical to the Atomite sets, except it is a slightly different color.

The set has the following stats:
Wanderer's Dytronic Helm: 2% Crit, 4% Dodge, 20 Health, 35 mana, 54 Armor.
Wanderer's Dytronic Vest: 2% Crit, 4% Dodge, 20 Health, 35 mana, 135 Armor.
Wanderer's Dytronic Pack: 2% Crit, 4% Dodge, 20 Health, 35 mana, 54 Armor.
Wanderer's Dytronic Stompers: 2% Crit, 4% Dodge, 20 Health, 35 mana, 81 Armor.
Wanderer's Dytronic Sleeves: 2% Crit, 4% Dodge, 20 Health, 35 mana, 81 Armor.

In total, the set gives: 12% Crit, 20% Dodge, 100 Health, 175 mana, 405 Armor.

Lvl 25 Gear
Currently there are two of the "Best" sets in the game; SunWalker(GREEN), and Explorer's Oasis Tech(GREEN)gear.

Full SunWalker is lootable in game (throughout the Numa Prime levels).

This set has the following stats:
SunWalker Helm (can be looted in Outer Limits): 7 Int, 2% Hit, 15 Health, 20 Mana, 40 Armor.
SunWalker Jacket: 7 Int, 2% Hit, 15 Health, 20 Mana, 100 Armor.
SunWalker Pack: 6 Int, 2% Hit, 1% Crit, 10 Mana, 40 Armor.
SunWalker Boots: 6 Int, 2% Hit, 1% Crit, 10 mana, 57 Armor.
SunWalker Arms: 6 Int, 2% Hit, 1% Crit, 10 mana, 57 Armor.

In total, the set gives: 32 Int, 10% Hit, 30 Health, 3% Crit, 70 mana, 294 Armor.
Full Explorer's Oasis Tech Gear is Plat purchased only for 10 Plat each piece in the Plat store. The set looks exactly the same as SunWalker, except that the orange portions of the set are actually yellow, and the gray is slightly lighter.

This set has the following stats:
Explorer's Oasis Tech Helmet: 2 Int, 3 Dodge, 5 Health, 25 Mana, 40 Armor.
Explorer's Oasis Tech Coat: 2 Int, 3 Dodge, 5 Health, 25 Mana, 100 Armor.
Explorer's Oasis Tech Pack: 2 Int, 3 Dodge, 5 Health, 25 Mana, 40 Armor.
Explorer's Oasis Tech Boots: 2 Int, 3 Dodge, 5 Health, 25 Mana, 55 Armor.
Explorer's Oasis Tech Arms: 2 Int, 3 Dodge, 5 Health, 25 Mana, 55 Armor.

In total, the set gives: 10 Int, 15 Dodge, 25 Health, 125 Mana, 290 Armor.

How do I choose which set?

First question is, "Do I have plat?" and if so, "Am I willing to spend 50 Plat on a set of gear?". If you answered no to either of these questions, then pick the SunWalker set.

If you are willing to spend plat on the set, then we must delve slightly deeper to determine which set best fits your character. First let us discuss the INT differences. The SunWalker set awards 22 more INT than the Explorer's set. This INT translates into an increase in 1.69 Hit%, 20 Health, 20 Mana, 1.375 Damage, 1.69 DPS.

Now, with respect to the INT increase (of 22 points between the sets), let's compare the two:
SunWalker: 32 Int, 12.46% Hit, 54 Health, 3% Crit, 94 mana, 294 Armor, 2 Damage, 2.46 DPS.
Explorer's: 10 Int, 0.74% Hit, 15 Dodge, 33 Health, 132 Mana, 290 Armor, 0.625 Damage, 0.77 DPS.

"Ok, What does all that really mean?" The 13% increase in Hit% for the SunWalker is quite a large amount. This allows you to hit your target more often (instead of landing a "MISS"). With a 15% increase in Hit, you are essentially increasing your damage dealt by 15%. The health is not very important, as it is only 20 points different. Just be sure to keep spamming Empathy and Transference when needed. 3% crit, while this is not a large amount, every bit count. This, however, is not a "make or break" deciding factor. The Explorer's has better mana by ~40 points. This is quite a bit of mana, and if you see yourself using a lot of power packs, this might be high on your list. However, if you are a more economical player, and rarely use any Power Packs (such as myself) this means little to me. Then, you can not the Armor is virtually identical, so no problem there. Next, the damage of the SunWalker is 1.325 points higher. Take this how you want, as it is "only" 1.325 points, but in long boss battles this could add up. With that said, it is not that high on the priority list in my opinioin. Now, with consideration of DPS, there is a 1.69 point increase when using the SunWalker set. This increase is pretty substantial in my opinion. Digging deeper you can look at this increase in two ways; during mob fights and boss fights. For the first, mobs have such low health that this increase is pretty pointless, unless you are dealing with a mini-boss. However, when we discuss Boss fights, things change. Take for example, Fighting the Guardian. Let's say the fight takes 2.5 minutes on average (150 seconds), and we discovered your DPS increase is 1.69. This would allow you to do an extra 1.69*150 = 253.5 more damage to the boss (minus the Guardian's armor). And during an intense fight such as that, even a little extra can help. Lastly, and perhaps most importantly, is a 15 point increase in Dodge. This is very helpful during a fight. It essentially allows you to take 15% less damage, in turn allowing you to have 15% better survivability. When you are surrounded by a large group of mobs (5-10) you will be very thankfull you have a larger amount of Dodge to protect you.

In conclusion, the decision is really yours. I personally go with the SunWalker set (as I have no plat), and I still see myself as a good player on a team. You must choose what is more important, better Hit%, Damage, and DPS (SunWalker), or Better Dodge and Mana (Explorer's)? The choice is yours! *Queue dramatic music*

Engineer's Weapons: Coming Soon!

Combos:
Cross-Class Combos:

Suppression + Force Hammer = Mez Breaker
Graviton Slam + Lurch = Ripper
Psychic Lash + Transference = Backlash

My personal setups:

The "Lol-Build 3.0"
Due to the recent discoveries pertaining to armor's innefectiveness on the battlefield, my skill build has been revised once again. So, here your are :)

Skill Distribution:
5 Wither, 6 Leech, 6 Empathy, 1 Revive, 6 Transference, 1 Pain

This build is great for doing team runs, and also works well with solo runs. You may find yourself using a few more powerpacks going solo than you did before, but it's effectiveness outweighs its cost.

Skill Distribution Justification:
You may ask yourself, “Why did he choose these skills? What is so special about them?” Well, here is my reasoning.

I would like to start out with Wither , as it is the first skill you can learn.

Wither: This skill offers a 10 second damage over time, with a tick going off every 2 seconds, acting on one mob at a time. This can prove quite beneficial during a boss fight, when you want to assist the team in killing the boss faster. Using this in conjunction with Leech offers a great damage over time event which will both deeply wound your opponent, while bringing you back to better health.

Leech: Similar to the Wither skill, Leech offers 6 seconds of DoT and HoT. The damage done by this skill is slightly less than that of Wither, however this skill offers healing to yourself if you ever get in a bind. Leech is a great skill to use periodically throughout a run to bring you back up to full health.

Empathy: This is perhaps THE most important skill you wield. Max this skill, Period. This skill is the most important part of an Engineer’s role in a team situation (also benefits solo greatly) as it gives the largest, fastest health increase. Without this, your team will be downing stimpacks and you will surely not get an invitation to the party the next round.

Revive: This is a necessary addition to an Engineers first aid kit. The ability to bring a teammate back to life (especially on long maps) is important to your fellow players. No one wants to waste time walking back to the boss/spend plat on getting a rev, if there is an engineer in the room. As an added bonus, this skill gives you +1 damage, armor, and M/S (M/S is most important to not).

Transference: This is a great skill for doing crowd damage and group healing. This skill is perhaps more critical when playing solo so you can knock out groups of mobs faster, and heal yourself in the process, but it is also well used during a team game. This is not as powerful as the Empathy skill, but this offers instant healing, which is priceless during certain scenarios. Note: this is a great “emergency” backup if you are low on health.

Pain: I placed a single point into pain for 1 simple reason – stun. This stun works magic when facing a boss, and can make or break the battle’s effectiveness. When cast, this skill stuns your target giving you a 3 second window to pound on your subject, followed by a nice explosion damage amount. By the time the spell erupts, the skill has practically cooled-down all the way, which allows you to rinse and repeat. Don’t waste your points by adding more than 1 into this as by the time it explodes, many times the mob is already dead.

Skill Mapping:
Main screen: (from bottom up) Transference, Empathy, Wither, Pain
Secondary screen: (from bottom up) Leech, Revive

I find this map setup to be very effective.

First, on the main screen you NEED to have your main skills, Transference and Empathy, period. These are the skills you should live by as an Engineer as they are the most helpful skills we wield. They heal the entire team for 9 seconds (which by the time it finished casting, it has already regenerated), and you should essentially spam this skill the entire map. Hence why this skill is on the main screen. Transference is also an excellent skill to have on your main screen for it allows you to do instant AOE damage, and instant team healing. On the main screen, I also chose to place Wither. This is a useful skill to use when facing a mini-boss or boss (both are situations where you don’t want to be fiddling around with switching screens). In addition, I placed Pain on the main screen for the same reason as Wither, it is great for mini/regular boss battles.

On the secondary screen, I started with Leech. I did this because you already have 2 great healing skills on your main screen, and in the event that someone dies and you are waiting for revive to regen, it is good to have a healing skill just a touch away. This brings me to my next skill, Revive. This can be neatly stowed away in your second screen for (you hope), you will rarely have to use this. I do, however, cast this skill every minute to utilize its hidden 1 M/S buff.

Play Styles:
Solo Playing
Playing as a lone wolf can prove difficult in many situations, but hopefully I can help you better your survivability. While I play solo, the first thing I do when I enter is cast Revive. This may seem like a strange thing to do, but it offers a great buff of +1 M/S for an entire minute. This will help you keep your powerpack usage down to a minimum, which will in turn increase your cash flow. Then as I approach a mob/group of mobs, I shoot off Empathy as this works over a 9 second period (and doesn't start untill 3 seconds in). This lets me be at max health for the majority of the fight. Then once I have entered into the danger zone of the mobs (where the majority of mobs are withing range), show them your Transference skill. This will bring a normal mob to around 50% health right off the bat, and allow you to pick them off one by one.

Note: remember to kite if you are going solo. Standing stagnant is a sure fire way for you to get man-handled by alien moles.

Once the mob has been cleared I move onto the next group and repeat the same general process. Occasionally I will throw in a Leech hit to bring my health back all the way, and I always check my Revive to see if the +1 M/S is still in effect.

Upon arrival to either a Boss or a mini-boss; I cast my Empathy to give me a base heal, then I enter. Now, depending on the boss, you should do your best to kite the entire time. If not, one bad hit from a boss and you could be wiped down to nearly dead. The first goal of the fight, is to lock onto the boss. By firing at his little minions you are wasting your time and mana as the most important part of the fight is the boss. Make sure you are locked on, then cast Pain right away. This should stun him, and allow you to further make him want to call out to mommy. While he is stunned, lay out Transference, Wither, and Leech. This will do some great instant damage, and effective DoT as well. Then by that time, he should be unstunned (and your pain should be nearly regenned all the way), and you can repeat the process untill he is finished.
Team Playing
Team playing is similar to solo, execpt instead of kiting all the time, try and stay slightly further back from the front lines. You job now is to make sure the team survives (along with yourself).

Starting out, shoot off your Revive for the buff, then Empathy for a group HoT. When you get to a mob cluster, slam your Transference and your team should wipe the group instantly. Do the same thing over and over untill you arrive at a boss (don't forget to cast off Empathy all the time to ensure your team is at max health). When arriving at a boss, hit Empathy, and wait for someone else to get the boss's aggro. By letting someone else with more survivability get the aggro, you can focus on healing the team and casting your Wither and Leech to do some additional "chipping" damage. Make sure to periodically (every 5 seconds or so) use your Pain skill as this will stop all attacks from the boss on anyone. Do this process untill the boss is a corpse.

The "Lol-Build 2.0"
This skill build is still very effective, however it doesn't utilize your skill points to the fullest. Due to recend discussion pertaining to armor's effectiveness, I have decided that your points are better spent in damage/healing skills than armor buff skills.


Skill Distribution:
6 Empathy, 1 Revive, 6 Force Shield, 3 Protection, 6 Transference, 1 Pain, 2 Sonic Boom

This is a good build for both doing solo runs and for team farming. When I increase levels, I will probably be putting more points into Transference to max that out.

Skill Distribution Justification:
I would like to explain what reasoning I went through to come to this skill distribution. First I will discuss Empathy; Max this skill, Period. This skill is the most important part of an Engineer’s role in a team situation (also benefits solo greatly) as it gives the largest, fastest health increase. Without this, your team will be downing stimpacks and you will surely not get an invitation to the party the next round.

Revive: This is a necessary addition to an Engineers first aid kit. The ability to bring a teammate back to life (especially on long maps) is important to your fellow players. No one wants to waste time walking back to the boss/spend plat on getting a rev, if there is an engineer in the room. As an added bonus, this skill gives you +1 damage, armor, and M/S (M/S is most important to not).

Force Shield: Now, there is much discussion on which skill is better to max. To start, Force shield gives double the armor buff per level, which equates to a 120 armor buff when maxed. However, this buff is only active while your shield is up, so if you are hit hard and your shield goes down, then this skill gives no buff. On the plus side, this buff stacks with any other armor buff from protection/revive which comes in handy when other Engineers have a high level Protection.

Good: 120 Armor buff, +2 M/S
Bad: All of these skills buffs are voided when shield goes down. Shield doesn’t last long in high damage.

Protection: On the flip side compared to force shield, this skill casts a +10 point buff per level (60 armor max) for a massive 2 minutes. This is handy when you are going into a difficult section and you know you will be taking large amounts of damage (damage so great that your force shield will disappear).

Note: this skill does NOT stack with other's protection anymore

Good: +10 points per level buff lasts through anything for the set time limit, stacks with Force Shield.
Bad: Only gives half the protection as Force Shield.

In my opinion, I feel that Force Shield can get me out a bind more effectively than Protection can, but I still do use Protection religiously.

Transference: This can be a great skill for doing crowd damage and group healing. This skill is perhaps more critical when playing solo so you can knock out groups of mobs faster, and heal yourself in the process. This is not as powerful as the Empathy skill, which is why I didn’t max this out, but it is still a great skill that needs to have points distributed to. Note: this is a great “emergency” backup if you are low on health.

Pain: I placed a single point into pain for 1 simple reason – stun. This stun works magic when facing a boss, and can make or break the battle’s effectiveness. When cast, this skill stuns your target giving you a 3 second window to pound on your subject, followed by a nice explosion damage amount. By the time the spell blows, the skill has practically cooled-down all the way, which allows you to rinse and repeat. Don’t waste your points by adding more than 1 into this as by the time it explodes, many times the mob is already dead.

Skill Mapping:
1st grouping (main, from bottom to top): Empathy, Transference, Force Shield, Pain
2nd grouping (second): Protection, Revive

I chose this mapping method for multiple reasons.

Since Empathy is your main healing skill that is important to be on the first page, along with Transference as it is a crucial team heal (also to be used as your “emergency” backup healing, Transference is important to be on screen the majority of the time). Force Shield is on my main screen for when I get into sticky situations and need a boost in my armor. I don't want to be flipping screens when I am getting murdered by some alien scum. Lastly, I keep Pain on the main screen for boss battles. This skill is extremely effective during boss fights and can effectively freeze the boss for the majority of the fight. In a big fight (such as a boss) you must not waste time flipping screens, as this skill is used heavily.

Your secondary screen is used for Revive and Protection because 1. People rarely die doing runs, and Protection has such a long working time. You can essentially "set it and forget it". However, this skill is very important and make sure not to forget about it because it is on the second screen as it largely helps the team.

Play Styles:
I have split my play style into two sections both listed below.

Solo Playing
While performing the 1 man murder wagon, I usually go into a fight by hitting the Protection and Force Shield Spells. This gives me 170 armor before they lay a finger on me. Immediately following, I attack the first mob, and wait until I take my first damage. Once that first point of damage is done to me, I will cast Empathy. This will bring me back to full health before entering the next group of mobs. I repeat this process most of the map with the occasional Transference when I get low health, and sometimes I don’t cast Force Shield if I know the area is easy. Make sure you at least have 1 armor buff on at all times.

When facing a boss, immediately cast pain, Force Shield, Protection, and Transference, followed closely by Empathy. Once pain exploded, cast again. This should get you through all of the boss battles you come across.

Team Playing
Team is a little bit more involved, for you must watch the other member’s health bars and cast Empathy/Transference accordingly. You should still make sure that the team is constantly buffed (this includes if a teammate lags behind and missed out on the Protection buff, you should cast again to give it to them).

When facing a boss, immediately cast pain, Force Shield, Protection, and Transference, followed closely by Empathy. Once pain exploded, cast again. This should get you through all of the boss battles you come across.

Celebrity Setups and Play Styles:

This section will be used for featuring experienced players from Star Legends that have a successful Engineering methodology of both setup and play styles. What better way for you to pick a setup than by learning from the best!?

First Celebrity build is: bronislav84

The following is his setup and methodology to game play, enjoy!


Skill Distribution:
6 Empathy
1 Res
1 Force Shield
5 Protection
5 Transference
1 Pain

I'm not 21 yet, nor will I be so before beta ends and level cap goes up soon after, but would probably max Transference with that point. I find I only get to use one DOT before stuff dies from my party members pounding it, so I figured I'd only get the strongest one, and it heals. The only time I solo is helping others on considerably lower level stuff, so I don't need anything else. I can kill stuff, but unlike my Mage I designed my Engineer to lean more toward support for now. Engineer desperately needs an instant cast AOE, as very often by the time I cast one skill (Usually transference or Pain) stuff is dead before I could cast a second, or it's not worth the time so I auto attack instead. Would be nice to be able to help clear stuff out better. We need a good instant cast AOE, but I realize that might be counter to the theme.

Skill Mapping:
Set 1: Pain, Transference, Empathy
Set 2: Res, Protection, Force Shield

Gameplay/tips:
I typically go into a fight with Set 2 open, cast anything I need to, then switch to Set 1. This works for me because although I use the first one more often, going in with the second one visible means I can buff when a fight starts then heal throughout while still being able to use attack skills. If I miss I have a problem, but usually not. Really wish all the skills could be shown at the same time.

Protections stacks ONLY if people have different ranks, otherwise they just retime each other. I have 5 because most people max it, so in a party with me and another Eng, we are almost guaranteed to have at least 2 of it.

Suppression and Pain might be good complementary skills at some point when there's more skill points to throw around. Currently this seems to be the most viable "combo" if SL ever gets combos. Think about it. Suppress three to five guys, then use Pain on one. Pain explodes unopposed because it stuns the main target and they all take damage. Nobody wakes up because main Target is stunned (Wakes up but can't attack) and others don't wake up until Pain explodes so it will not break Suppression too early. Repeat, and if you get good at this you can avoid taking damage at all. Solo strategy of course, and will remain useless in parties forever because people are impatient. Doing this in 1v1 PVP might have some utility, and expect Suppression and Pain to get nerfed at some point if people get too good at doing this. Except for cooldowns, there's no way for the opponent to not be stunned or asleep.

Speaking of which, Pain deals a small amount of undocumented damage when it is first applied. This is easiest to notice on enemies with low health, like if you go to Dynastar. Dunno if this initial damage goes up with rank, but somebody feel free to test it and report back.

Thank you GigaBits (http://www.spacetimestudios.com/member.php?57952-GigaBits) for the great information on skill rank descriptions!

I would love for fellow experienced Engineers to let me know their successful skill builds, and their combat methodology. I want a section with various different skill builds, and methods of game-play for my readers to choose from.

Thanks!

Be ready for some lvl 30/31 updates to this thread :)

bronislav84
07-13-2011, 03:29 PM
Corrections:

1. I haven't heard nor seen of Force Shield being a party buff. Did you confuse is with Protection when writing that section? Force Shield provides 2 mana per second, not 1. Unsure if all it's effects last the same time, but I doubt some expire earlier than others.
2. Empathy actually only heals twice contrary to the description if you look closely at the ticks and I consider it bugged or incorrectly written. There is no third tick.
3. When used on living party members Res is a non stacking party buff that doesn't improve with rank while you call it a personal buff only.
4. Weapon damage (Not DPS) affects all skills that deal damage, not just Transference. I have had mixed results so far, but there is a chance that pure heals could also be affected by weapon numbers.
5. Typos. Thought in Overview should be though. To in description should be too.
6. What happened to equal treatment? You only have the male player picture. Please be fair, as there actually are real girlz on the interwebz. I personally prefer the girl although I'm not one IRL, but that's another matter.
7. Would be good to discuss options of Leech versus Transference, and if it's worth having both.
8. If I was a new player I would enjoy reading the guide writer's recommendations on what skills are worth ranking and which aren't. If you need help I have some ideas. Points are irrelevant. People should make priority judgement calls themselves. :)

All I got. Good start. Looking forward to contributing and/or correcting later. :)

Survivorfan
07-13-2011, 03:42 PM
Love the guide, will help out when I get SL and has given me a good picture of what its like.

Epic Unicorns!
07-13-2011, 05:13 PM
Thank you for the help! This guide was awesome, because I have a level 20 engineer and I had no idea what I was doing.

Horsethe
07-14-2011, 02:24 AM
Nice guide. A good starting point for the engineer class. I personally see a lot of PL Enchantress players switching to the Op class for SL.


1. I haven't heard nor seen of Force Shield being a party buff. Did you confuse is with Protection when writing that section? Force Shield provides 2 mana per second, not 1. Unsure if all it's effects last the same time, but I doubt some expire earlier than others.

I agree, Force Shield seems to only effect the caster, not any of the other party members.

What skill build have you guys spec'd in atm?

noneo
07-14-2011, 06:14 AM
Corrections:

1. I haven't heard nor seen of Force Shield being a party buff. Did you confuse is with Protection when writing that section? Force Shield provides 2 mana per second, not 1. Unsure if all it's effects last the same time, but I doubt some expire earlier than others.
2. Empathy actually only heals twice contrary to the description if you look closely at the ticks and I consider it bugged or incorrectly written. There is no third tick.
3. When used on living party members Res is a non stacking party buff that doesn't improve with rank while you call it a personal buff only.
4. Weapon damage (Not DPS) affects all skills that deal damage, not just Transference. I have had mixed results so far, but there is a chance that pure heals could also be affected by weapon numbers.
5. Typos. Thought in Overview should be though. To in description should be too.
6. What happened to equal treatment? You only have the male player picture. Please be fair, as there actually are real girlz on the interwebz. I personally prefer the girl although I'm not one IRL, but that's another matter.
7. Would be good to discuss options of Leech versus Transference, and if it's worth having both.
8. If I was a new player I would enjoy reading the guide writer's recommendations on what skills are worth ranking and which aren't. If you need help I have some ideas. Points are irrelevant. People should make priority judgement calls themselves. :)

All I got. Good start. Looking forward to contributing and/or correcting later. :)

Thanks for all of your help!
1.Fixed - I did mix the two skills up when writing, thank you for noting.
2.Fixed
3.Fixed - I did forget about the party buff *facepalm*
4.Fixed
5.Fixed
6.Will update tonight
7/8. I will be updating this guide heavily in the near future (I have had midterms all this week so I have been pretty swamped). Both of your suggestions are on the road-map of this guide. Thank you!


Force Shield provides 2 mana per second, not 1.

Whenever I cast Force Shield I only get 1 M/S extra (putting my total at 2 M/S), which is what I have stated in the guide. If I cast Shield and Revive, I can bump it up to 3 M/S though. Would you mind extrapolating?

Flowman
07-14-2011, 09:00 AM
Er, I find engineer is the EASIEST class to survive with. I solo dead man cave at lvl 16 on my eng (19 now) with no problems and no deaths thus far. Yes it's slower than my operative, but I can also do it without using any stims or power packs, where as with the operative I use a decent amount of stim packs. In fact the only deaths I have on my engineer are when I was soloing cycorp maps and I lagged out or accidently ran over traps.

A shield that protects and restores mana when up? A AOE attack that restores hp? A HOT spell that regenerates very fast? A spell that increases armor? 2nd highest armor class? Easy to survive if you ask me.

treUse
07-14-2011, 10:11 AM
@Flowman

I concur, although I have got plenty deaths under my belt, it is mostly because I have:

a) Done something stupid without thinking.

b) Refusing to use pots because most of the times the Enginners built in heals are enough.

c) Tried to solo maps that are not soloable.

But not a single time have I felt that I was squishy. Engineers are not fragile.

Raulur
07-14-2011, 12:04 PM
Yeah every single death I have on my engie is because I get so used to not needing pots that I forget to watch my health. Polar opposite of my operative, which I have to keep an eye on my health and spam pots when needed.

bronislav84
07-14-2011, 12:54 PM
Was sleepy when I said Shield gives 2 mana by itself, sorry.

You're welcome on the rest.

As for folks saying Engineer is not squishy, of course. The name of the guide is less about actual surviving and more about being one. Like the way it's those other survival guides. They're not about actual survival and staying alive.

Diodge
07-14-2011, 02:23 PM
I think these are wrong ....(my Opinion) Sorry I quick skimmed it. I will read deep into it friday night. I love hotel life. LOL

•Not a great solo class...... This is wrong. Im working on delta 3 now solo. I just soloed 95% of 20 to 21.(Im clearing zones. Not just a few front mobs). Then almost everytime I clear a zone. I walk out with 25/25 potions. I always go into a zone solo with 1 power pack.
----------------------------------

•Engineers are NOT good at crowd control....... --- This depends on how your team plays(most groups dont need cc).
--------------------------------------

•If you are planning on doing more solo-farming in the game, then you should put some points into DEX to raise your crit a slight bit, but if you are a team player, just put everything into INT.

You dont need dex to solo.

bronislav84
07-14-2011, 05:46 PM
Exactly bow many times do you die solo? Just wondering. How many times did you die before getting Protection? Before getting Suppression? There's many places in the game where you get attacked by huge groups or really tough ones. These are really not meant to be soloed. Either you're super pro, have thousands of pots, are suicidal, or are full Str. It's really not a good idea to solo, because of the pots and time needed to solo zones. 20 to 21, I can believe though.

In a group CC is not needed, and since Engineer is better in groups, the no CC is valid because the only CC the class has breaks on damage. You cannot be good at CC if the party breaks your CC or kills the mobs before it has a chance to work. Suppression has no party utility, and therefore Engineer is bad at CC because the optimal way to play one is not to solo.

I agree on the Dex assessment, though. If you look at the starting stat layout for the class, Str seems to be a recommended secondary stat anyway. Dex doesn't give us much crit, really.

Raulur
07-14-2011, 07:15 PM
If you are smart and know how to aggro just part of a group, you can solo with any class. Do not just walk up and shoot at the nearest enemy. Walk close enough to get one or two firing at you, the run back a bit before attacking. This way you will not aggro the whole group at one time. Don't think I've died yet when solo on my engie, only when in groups that split up and run back to me.... sigh.

Diodge
07-14-2011, 08:19 PM
....................cc
I can agree in a group it is very rare you can use it. I might bust it out if someone is about to die and my heals are between injections of health. If something is on me they get Suppression.

bronislav84
07-14-2011, 09:49 PM
So a mostly solo Engineer with virtually no points in Protection. Interesting. Certainly different. Lots of kills but the death count is pretty high.

Raulur I have had zero luck agroing only part of a group. They seem to stand close enough to each other any way I try.

noneo
07-14-2011, 10:22 PM
I updated the main guide with updated Engineering descriptions, strengths, and weaknesses (Thank you Diodge). I will try and finish up the remaining sections this weekend.


Raulur I have had zero luck agroing only part of a group. They seem to stand close enough to each other any way I try.

I have the same issue. I'll keep trying though.

ratava
07-15-2011, 03:01 PM
Nice work Noneo, I remember you booking in a Engi guide and it's looking ace so far. Top stuff.

noneo
07-15-2011, 09:19 PM
Added two more sections (Engineer Skill Builds, and Skill maps/how to use them), and some more pictures. Enjoy :)

Also, I am looking for other fellow engineers to be featured on the "Skill Builds" and "How to use them" sections.

I would love for fellow experienced Engineers to let me know their successful skill builds, and their combat methodology. I want a section with various different skill builds, and methods of game-play for my readers to choose from.

Thanks!

Horsethe
07-15-2011, 10:12 PM
Nice updates! Keep up the good work noneo. Just wondering what your skill point distribution is? I have currently done the following at lvl 20:

Empathy - 6
Transference - 6
Revive - 1
Leech - 2
Protection - 4

I feel as though these are the most useful skills imo, and decided to beef them up, rather than have my points scattered across everything.

noneo
07-15-2011, 10:47 PM
Nice updates! Keep up the good work noneo. Just wondering what your skill point distribution is? I have currently done the following at lvl 20:

Empathy - 6
Transference - 6
Revive - 1
Leech - 2
Protection - 4

I feel as though these are the most useful skills imo, and decided to beef them up, rather than have my points scattered across everything.

I posted my skill setup in my main post. I am not 100% loving it though, and will be doing a respec soon.

As far as yours goes, I do like the very high Empathy and Transference, but honestly, I don't really find it necessary to have them both maxed out. I rarely ever find myself with less than half health (and that is with only using Empathy). I think buffs are far more important though. I use both Force Shield and Protection like they are going out of style :p. I also have a few points in Wither and Pain, but I am leaning towards the removal of 1 or both of them, the HoT spells seem to do a lot of damage as they are.

That is just my opinion though, if you build works for you, keep it! I'm not trying to tell you it is bad or anything, just expressing my views.

p.s. Thanks for the compliments!

Horsethe
07-16-2011, 08:36 AM
I posted my skill setup in my main post. I am not 100% loving it though, and will be doing a respec soon.

As far as yours goes, I do like the very high Empathy and Transference, but honestly, I don't really find it necessary to have them both maxed out. I rarely ever find myself with less than half health (and that is with only using Empathy). I think buffs are far more important though. I use both Force Shield and Protection like they are going out of style :p. I also have a few points in Wither and Pain, but I am leaning towards the removal of 1 or both of them, the HoT spells seem to do a lot of damage as they are.

That is just my opinion though, if you build works for you, keep it! I'm not trying to tell you it is bad or anything, just expressing my views.

p.s. Thanks for the compliments!

Thanks for your thoughts. I can see lots of different build ideas, especially early on in the game when the max lvl is low and there aren't many points to distribute in skills. I missed this stage of the game in PL, so its interesting to see how ppl decide to spec their engineer. Personally, 6 in Empathy and Transference may not be needed, I just went that way cause they seemed the most useful skill, and I wanted to test them at their max potential. The armour buff is pretty good, however I wasn't completely sold on the Force shield. Only took it up to lvl 2 tho before respec'ing. Leech seems good but as it was a self heal, I decided to put less points in it. My build was basically to assist and heal a party, so I wasn't really worried about pain or wither. Suppression seems useful solo, but didn't like it when in a party. I agree that HoT seems to do enough damage, which was another reason I went for 6 in Transference. Thanks for the feedback. I'm not gonna respec or worry about it too much until release. Keep the updates coming! :D

Roasty
07-16-2011, 08:54 AM
I'm gonna be honest, this needs to be stickied. And I love the text animation at the top! It's so glitzy :D

Redbridge
07-16-2011, 09:21 AM
Hey Noneo,

hope you don't mind but I've added this to my new list of SL guides - http://www.spacetimestudios.com/showthread.php?30474-Star-Legends-Guides-Indexes-Helpsheets-amp-all-other-wonderful-stuff-in-one-place

sweet, thanks

noneo
07-16-2011, 09:44 AM
I'm gonna be honest, this needs to be stickied. And I love the text animation at the top! It's so glitzy :D

Thanks! I had to remove the animation though, it kept bugging out my post and not showing up. I will make a new one by hand in Photoshop in the next day or two.


Hey Noneo,

hope you don't mind but I've added this to my new list of SL guides - http://www.spacetimestudios.com/showthread.php?30474-Star-Legends-Guides-Indexes-Helpsheets-amp-all-other-wonderful-stuff-in-one-place

sweet, thanks

Thanks for the add, and I don't mind at all!

Flowman
07-16-2011, 09:57 AM
Lvl 20 Engineer

6 empathy
6 force shield
1 revive
3 protection
3 transference

Only way to fly.

Horsethe
07-17-2011, 07:10 AM
Lvl 20 Engineer

6 empathy
6 force shield
1 revive
3 protection
3 transference

Only way to fly.

I briefly tried this build and liked how it felt so far. Force field definitely seemed more effective than leech for saving myself. Plus the added mana regen is a bonus. Will have to see how the 3 less points in transference hold up in the harder parts of Delta.

Flowman
07-17-2011, 09:08 AM
I briefly tried this build and liked how it felt so far. Force field definitely seemed more effective than leech for saving myself. Plus the added mana regen is a bonus. Will have to see how the 3 less points in transference hold up in the harder parts of Delta.

I'm not a fan of DOT skills at the moment for 3 reasons:

1. The mob dies so quickly now that most of the time the DOT skills never even take effect.
2. The best strategy would be to target one mob, use pain, for example, and then target another and let the skill do some work. Unfortunately the touch pad system is still a little buggy so sometimes this doesn't work.
3. DOT skills and skill with 3 second delays are only good against high HP mobs, which are only seen in vast quantities on maps I wouldn't try to solo in the first place.

So thats why I like my setup.

Diodge
07-17-2011, 06:17 PM
So a mostly solo Engineer with virtually no points in Protection. Interesting. Certainly different. Lots of kills but the death count is pretty high.
sorry im late to respond. I been out of town the last few days. My death count is high because I go in blazeing as fast as i can. If I went in single pulling and cared about my death count. I could have it way lower.

Im just a farmer. Got to get paid asap. lol

bronislav84
07-18-2011, 02:56 AM
I see.

Ok post respec I like this:
6 Empathy
1 Res
1 Force Shield
5 Protection
5 Transference
1 Pain

I'm not 21 yet, nor will I be so before beta ends and level cap goes up soon after, but would probably max Transference with that point. I find I only get to use one DOT before stuff dies from my party members pounding it, so I figured I'd only get the strongest one, and it heals. The only time I solo is helping others on considerably lower level stuff, so I don't need anything else. I can kill stuff, but unlike my Mage I designed my Engineer to lean more toward support for now. Engineer desperately needs an instant cast AOE, as very often by the time I cast one skill (Usually transference or Pain) stuff is dead before I could cast a second, or it's not worth the time so I auto attack instead. Would be nice to be able to help clear stuff out better. We need a good instant cast AOE, but I realize that might be counter to the theme.

Set 1: Pain, Transference, Empathy
Set 2: Res, Protection, Force Shield

Some tips:
I typically go into a fight with Set 2 open, cast anything I need to, then switch to Set 1. This works for me because although I use the first one more often, going in with the second one visible means I can buff when a fight starts then heal throughout while still being able to use attack skills. If I miss I have a problem, but usually not. Really wish all the skills could be shown at the same time.

Protections stacks ONLY if people have different ranks, otherwise they just retime each other. I have 5 because most people max it, so in a party with me and another Eng, we are almost guaranteed to have at least 2 of it.

Suppression and Pain might be good complementary skills at some point when there's more skill points to throw around. Currently this seems to be the most viable "combo" if SL ever gets combos. Think about it. Suppress three to five guys, then use Pain on one. Pain explodes unopposed because it stuns the main target and they all take damage. Nobody wakes up because main Target is stunned (Wakes up but can't attack) and others don't wake up until Pain explodes so it will not break Suppression too early. Repeat, and if you get good at this you can avoid taking damage at all. Solo strategy of course, and will remain useless in parties forever because people are impatient. Doing this in 1v1 PVP might have some utility, and expect Suppression and Pain to get nerfed at some point if people get too good at doing this. Except for cooldowns, there's no way for the opponent to not be stunned or asleep.

Speaking of which, Pain deals a small amount of undocumented damage when it is first applied. This is easiest to notice on enemies with low health, like if you go to Dynastar. Dunno if this initial damage goes up with rank, but somebody feel free to test it and report back.

Hope this is useful for the guide.

Horsethe
07-19-2011, 08:04 AM
I see.

Ok post respec I like this:
6 Empathy
1 Res
1 Force Shield
5 Protection
5 Transference
1 Pain

I'm not 21 yet, nor will I be so before beta ends and level cap goes up soon after, but would probably max Transference with that point. I find I only get to use one DOT before stuff dies from my party members pounding it, so I figured I'd only get the strongest one, and it heals. The only time I solo is helping others on considerably lower level stuff, so I don't need anything else. I can kill stuff, but unlike my Mage I designed my Engineer to lean more toward support for now. Engineer desperately needs an instant cast AOE, as very often by the time I cast one skill (Usually transference or Pain) stuff is dead before I could cast a second, or it's not worth the time so I auto attack instead. Would be nice to be able to help clear stuff out better. We need a good instant cast AOE, but I realize that might be counter to the theme.


Great build! I've been tweaking my Engineer using ideas in this guide as well as experimenting my own. Your build is identical to the one I am currently running. I also agree with the added point in transference at 21. It is by far our best damaging spell, with the bonus of a heal.

EDIT: I think transference is an instant cast AoE, it just doesn't do as much damage as were used to in PL with an enchantress. Personally I think its better though because of the heal effect.

bronislav84
07-19-2011, 12:24 PM
Thanks! It's a great setup that hasn't let me down yet.

Sorry, let me rephrase what I meant by instant cast. We need an instant damage AOE that does all it's damage on the first hit (Like mages) because almost always the non Engineers (And even sometimes other Engineers) will kill the enemies before the DOTs do their full damage. Or grant any heals in the case of Transference and Leech.

Transference would be so much better if it was a point blank 12 radius AOE that applies it's DOT to all enemies in range. Or a 12 distance cone. Whatever is the same range as right now, but without needing a target. If the primary target dies, it also stops damaging the enemies around it. It's a targeted AOE DOT that ends if the primary target dies and basically makes the cooldown longer than it should be if you just wasted it. So although it is instant cast, it isn't instant in the sense that it is still a damage over time. But making it not be dependent on the draf/alive state of the primary target would definitely improve it.

Again, I realize that this would be counter to the theme, but I don't think adding one instant damage AOE to the skill list would hurt the theme that much. Make it like 6 second cooldown or so. This would help even out the class a bit with the other two.

Also am I the only one who thinks we should get a skill to summon a Turret to shoot a laser at the same target as it's owner that follows it's owner until killed/resummoned? Ranking would increase the damage and health of the pet. Maybe give it a shield at ranks 5 and 6 (Rank 6 should have about 1.5x more shield and 1.5 shield regen if they give it a shield) that regens shield over time. It should be healable with the heal skills but should not recover health on it's own, only it's shield. Let's show some of the technological ability the class has. Wishful thinking, though.

grayfox99
07-20-2011, 06:15 PM
I immediately thought of building turrets when I saw that engineers would be a class in SL, and there are still a few skills that havent been revealed yet so there may yet be hope for that.

noneo
07-21-2011, 07:14 AM
Lvl 20 Engineer

6 empathy
6 force shield
1 revive
3 protection
3 transference

Only way to fly.

Since writing my post, I have respecced to a build similar to this and I really like it!

Currently I am:
0 0 5 1
6 0 3 3
1

Essentially I took 1 point away from empathy and put it into Pain. Pain IMO is essential for boss fights. With the 3 second stun (regardless of whether or not it actually blows up) that gives the whole team a safe time to unload their damage dealers onto the boss.


Force field definitely seemed more effective than leech for saving myself. Plus the added mana regen is a bonus.

I was hesitant at first because at a low skill level, my force field is a big waste of time. But at higher levels it is really effective against all mobs.


I immediately thought of building turrets when I saw that engineers would be a class in SL, and there are still a few skills that haven't been revealed yet so there may yet be hope for that.

That is EXACTLY what I thought too! I am really hoping we will be able to "build" some sort of secondary attack source with our higher level skills. That would be so incredibly fun.

noneo
07-21-2011, 07:26 AM
I see.

Ok post respec I like this:
6 Empathy
1 Res
1 Force Shield
5 Protection
5 Transference
1 Pain


This is a very nice looking build, I will have to try it out.

The only thing I am hesitant about is the 1 point of Force Shield. This seems a little pointless IMO since FS (Force Shield) only gives you the buff/armor when it is active. The second a mob hits you and you loose the shield, it goes away, and with higher leveled mobs they can take the level 1 shield away in one hit.

I upped my force shield to 6 for 2 reasons; First, it doesn't matter what any other character is, it always stacks on top of all other buffs with a +20 armor per level (up to 120, which is larger than BOTH level 5 and 6 protection skill combined). Second, it provides you "invincibility" for as long as the shield is up. If you are a high level, the shield can take FAR more damage, and remain up longer, in turn giving you a better armor buff than protection ever could. Also, most other players have Protection maxxed/lvl 5, so even if you had protection 5 or 6, it would be useless in a run for others already give you the buff for that level.

These are just my thoughts, and I am in no way trying to bash your build, just trying to have experienced conversations to better the class :)


Currently this seems to be the most viable "combo" if SL ever gets combos. Think about it. Suppress three to five guys, then use Pain on one. Pain explodes unopposed because it stuns the main target and they all take damage. Nobody wakes up because main Target is stunned (Wakes up but can't attack) and others don't wake up until Pain explodes so it will not break Suppression too early. Repeat, and if you get good at this you can avoid taking damage at all. Solo strategy of course, and will remain useless in parties forever because people are impatient. Doing this in 1v1 PVP might have some utility, and expect Suppression and Pain to get nerfed at some point if people get too good at doing this. Except for cooldowns, there's no way for the opponent to not be stunned or asleep.

This is incredible! I never thought of it like that, and will be used hardcore in PVP, and in turn cause a whole new generation of complaining that "Engineers are overpowered ZOMG, make them easier to kill!!11". Until then, awesome observation :)

I will add this to my guide, thanks!

Horsethe
07-23-2011, 12:23 AM
This is a very nice looking build, I will have to try it out.

The only thing I am hesitant about is the 1 point of Force Shield. This seems a little pointless IMO since FS (Force Shield) only gives you the buff/armor when it is active. The second a mob hits you and you loose the shield, it goes away, and with higher leveled mobs they can take the level 1 shield away in one hit.

I upped my force shield to 6 for 2 reasons; First, it doesn't matter what any other character is, it always stacks on top of all other buffs with a +20 armor per level (up to 120, which is larger than BOTH level 5 and 6 protection skill combined). Second, it provides you "invincibility" for as long as the shield is up. If you are a high level, the shield can take FAR more damage, and remain up longer, in turn giving you a better armor buff than protection ever could. Also, most other players have Protection maxxed/lvl 5, so even if you had protection 5 or 6, it would be useless in a run for others already give you the buff for that level.

I have tried force shield at 6 points and even then, while the extra armour is significantly higher, the amount of damage it could withstand imo was quite poor. The reason I place 1 point into force shield atm is to gain that 1 regen per second in between fights. Stack that with the revive buff and the need to use potions during a run is minute. While the amount of armour gained from Protection is less, it has 2 advantages, the first being that it is a party buff, then second being that it lasts for the entire duration of the buff, with no chance of removal.

NOTE: I currently run with the same build that bronislav84 listed.

PS: This is also just my thought, it's fun to debate and learn different ideas and ways of thinking.

Arterra
07-23-2011, 12:13 PM
I presume you are making the gear setup area, so I simply suggest that you don't include Plat items, or make it a separate gear setup since lots of players can't afford it.
Also, there will prob be pink items around or so after beta, so wait a while for it heh.

Frankly that's all I can say... Great guide indeed.

hidden_lantern
07-26-2011, 09:15 PM
great guide. including the advantages and disadvantages of the engineer is very useful.
thanks.

with regards to the +armor skills, maybe the devs might change it such that the higher level skill will override the lower level skill.

bronislav84
07-27-2011, 07:05 PM
This is a very nice looking build, I will have to try it out.

The only thing I am hesitant about is the 1 point of Force Shield. This seems a little pointless IMO since FS (Force Shield) only gives you the buff/armor when it is active. The second a mob hits you and you loose the shield, it goes away, and with higher leveled mobs they can take the level 1 shield away in one hit.

I upped my force shield to 6 for 2 reasons; First, it doesn't matter what any other character is, it always stacks on top of all other buffs with a +20 armor per level (up to 120, which is larger than BOTH level 5 and 6 protection skill combined). Second, it provides you "invincibility" for as long as the shield is up. If you are a high level, the shield can take FAR more damage, and remain up longer, in turn giving you a better armor buff than protection ever could. Also, most other players have Protection maxxed/lvl 5, so even if you had protection 5 or 6, it would be useless in a run for others already give you the buff for that level.

These are just my thoughts, and I am in no way trying to bash your build, just trying to have experienced conversations to better the class :)



This is incredible! I never thought of it like that, and will be used hardcore in PVP, and in turn cause a whole new generation of complaining that "Engineers are overpowered ZOMG, make them easier to kill!!11". Until then, awesome observation :)

I will add this to my guide, thanks!Horsethe basically explained the reasons for everything. Also I noticed you still take damage with Force Shield up. Either the description is wrong, or the skill is bugged and isn't taking all damage directed at the player while it is up. I went to Dynastar, agroed three guys, activated shield, and let them shoot me. My health was still going down but I had both the buff and the visual effect of the shield, still.

You're welcome on the rest. The combination of Suppression and Pain is generally not possible right now with limited Skill Points, and probably not in the release build, but someday.

http://www.spacetimestudios.com/showthread.php?31304-Do-engineeers-need-a-buff&p=353687&viewfull=1#post353687 Could this post I made somehow be useful to the guide by the way?

It's a bit too late now, but it might have been better to have reserved a couple more posts. Now if the OP gets top long you'll need to remake the thread, especially when more people start posting/explaining their builds. When the level cap goes up sometime with official release, I will likely post an update for 25 and possibly 26 if that stays long enough for me to get to it, lengthening my explanation.
I have tried force shield at 6 points and even then, while the extra armour is significantly higher, the amount of damage it could withstand imo was quite poor. The reason I place 1 point into force shield atm is to gain that 1 regen per second in between fights. Stack that with the revive buff and the need to use potions during a run is minute. While the amount of armour gained from Protection is less, it has 2 advantages, the first being that it is a party buff, then second being that it lasts for the entire duration of the buff, with no chance of removal.

NOTE: I currently run with the same build that bronislav84 listed.

PS: This is also just my thought, it's fun to debate and learn different ideas and ways of thinking.Couldn't have said it any better.
great guide. including the advantages and disadvantages of the engineer is very useful.
thanks.

with regards to the +armor skills, maybe the devs might change it such that the higher level skill will override the lower level skill.They better not do that. I don't believe different ranks of Protection stacking is a bug. You NEED the armor in this game, as players have less starting stats than PL. It could be an oversight, but seriously I believe it is needed because although everything has less health, including players, in PL terms everything is doing more damage than PL. You need every advantage you can get.

Also if Protection couldn't be used with Force Shield that would just be bad. No no.

themars
07-29-2011, 12:30 PM
Nice guild, here are my stats
didn't respec so all my skills are on lv 1 when they are not i will mention them here:
6 empathy
6 protection
2 Transference

I think its a very good skill build to solo or playing with a team, hope it helped a little bit

bjordan
08-03-2011, 05:28 PM
Long time Pocket Legends player (although haven't played in a while).

Thanks a ton for the guide. I just installed the beta and had no idea which class I wanted to start with. The 30 plat instant upgrade made me do some research and I your guide talked me into an Engineer.

Breadkeeper
08-03-2011, 05:45 PM
I have no points in any dmg skills except transference. I find no point. Even that 3 second stun on pain is useless at the moment because there are no bosses hard enough to warrent needing it? If you could use it to stun miner that would be a different story. But you cant. And miner is the only hard boss.

Im really sad, and dont like switching out my skills. With the 1 point i took when reaching 21 i put 1 in force shield, for that between fights regen. other wise i have 6 protection 6 transference and 6 heal (cant remember the name). I really hope we get some useful spells in the last 3 skills...

kamikazees
08-04-2011, 02:45 PM
http://img233.imageshack.us/img233/4800/protectiono.pngProtection - (Armor Buff)
Rank 1: 15 energy, 10 second cool-down, and gives a group buff of 10 more armor.
Rank 2 - 6: For every level past 1, you will increase your armor buff by 10 armor points.



This is a definite help to any group that you are playing support role for. At its highest level, Protection offers a 60 point armor buff for all members on a team. THIS SKILL DOES STACK WITH OTHER PLAYERS PROTECTION! That means technically, if you had 5 players that all had lvl 6 protection, you would see a WHOPPING 300 armor boost!

Might want to also note that Protection lasts a whopping 2 minutes right now. That's longer than the hidden buffs of Revive. Very rarely need to cast it. In fact, I keep it on the second group of skills for that reason.


Attributes - What do they have to do with me?

Important Attributes

[INDENT]
INT - Adds the most Hit%, Dodge (unverified), Damage, DPS, and Mana.
DEX - Adds the most Crit.



Non-Important Attributes



STR - Adds the most Health and Armor



Strength is practically useless due to the massive armor buffs you can cast, and our wide array of healing spells.
Are you sure about this section? I just did some respecing, and it looks to me like STR gives the most Hit%, Dodge%, Health and Armor. It was tied with Int for Crit%. Int only gave more Damage (DPS) and Mana. DEX did not do anything better than STR, but I am lvl 13 and it might at later lvls.

EDIT: I am now lvl 17 and have Transferrence. It might be worth mentioning that this skill, while technically a DOT, finishes very quickly and is almost always useful. It applies an instant burst of AOE damage when cast, then one more burst of AOE damage about a second later. The second burst heals people around the enemies.

Also, for Wither and Leech, these skills do no damage on application. Instead, there is about a 2 second delay when you cast them. After the first two seconds, Wither applies 4 times 2 seconds apart (10 seconds total). Leech applies 2 times two seconds apart, each application healing the caster for the same amount (6 seconds total).

Great guide!

ManBearZombie
08-07-2011, 10:21 AM
I think it would be a good idea to add what level you unlock specific skills at.

Raulur
08-08-2011, 04:29 AM
I have no points in any dmg skills except transference. I find no point. Even that 3 second stun on pain is useless at the moment because there are no bosses hard enough to warrent needing it? If you could use it to stun miner that would be a different story. But you cant. And miner is the only hard boss.

Im really sad, and dont like switching out my skills. With the 1 point i took when reaching 21 i put 1 in force shield, for that between fights regen. other wise i have 6 protection 6 transference and 6 heal (cant remember the name). I really hope we get some useful spells in the last 3 skills...

That 1 point in pain is very useful if you solo. Try running bug bug blast solo without pain... Otherwise you are spot on. I tried 3 in force shield, but it is a waste in points to go past 1.

Currently I have 6 protection, 6 empathy, 5 transferrence, 1 force shield, 1 pain, and 1 resurrect.

octavos
08-08-2011, 11:54 AM
Heres my two cents, Im ghost and I have 4 eng alts, the best combo for me is...
from left to right.
1 wither, 2 leech, 2 empathy, 1 revive, 6 force shield, 0 suppression, 1 protection, 3 transference, (4 pain, lv 21, if not 21 use 3)

bottom to top
-row 1 mapping are-
force shield
pain
transference
empathy

-row 2-
wither
leech
protection
revive

So yea, works well solo or team :p

Johnaudi
08-08-2011, 02:22 PM
I read all ...it was great! But one tiny fix: Dex gives also DPS and Hit

Osehal
08-08-2011, 02:34 PM
Currently im at lvl 20 and the best build seems to be: Empathy-6, Revive-1, Protection-6, Transference-6. This build seems to work well for teams but not solo because all buffs are party buffs

csb
08-08-2011, 07:37 PM
I don't believe different ranks of Protection stacking is a bug. You NEED the armor in this game, as players have less starting stats than PL. It could be an oversight, but seriously I believe it is needed because although everything has less health, including players, in PL terms everything is doing more damage than PL. You need every advantage you can get.

The stacking must be a bug. It doesn't make any sense as far as game design to stack only differing levels.
The original intent would have to be one of these two:
(1) Only the highest level should take hold.
(2) All protection buffs should stick regardless of level.

It may be a low enough bug priority that it remains in the game for a long time. In that case, there would be a big outcry from the community that got used to the buff stacking. (although, the devs tend to not care about public outcry. eg. GCD in PL) Also, sometimes a bug becomes a feature if the result is interesting enough that the devs decide it doesn't cause any harm and its kind of cool.

I think it will get fixed to not stack, and maybe they will give us free re-specs for a week so we stop complaining.

Torrentula81
08-08-2011, 08:21 PM
Great guide. I have 1 rev, 6 empathy, 6 transference, but not sure what else I should spend my other 6. Tried pain. Not impressed. Maybe if it didnt have a delay to explode it would be better. Protection didnt seem to notice much dmg reduction. It is nice when two people klin group have it though. Force shield doesnt hold up so well in fight but added ms could be good. Im thinking maybe supression? Any ideas what last 6 could be best spent. I do like to solo and group.

Weagledan
08-10-2011, 07:23 AM
Great guide. Need to update now with the Wither and Leech damage descriptions. Does the latest update make Wither relevant again?

- Genesis

Torrentula81
08-10-2011, 08:08 PM
The only class I like is the engineer so im making 3 or 4 of them so I dont have to keep spending plat to see what is best as new content comes. Its a great class because the skills are interchangable for a new way of survival. They did this class right.

kamikazees
08-11-2011, 10:15 AM
1 wither, 2 leech, 2 empathy, 1 revive, 6 force shield, 0 suppression, 1 protection, 3 transference, (4 pain, lv 21, if not 21 use 3)
This is a very interesting build, but I'm curious. Wither and Leech are both reduced by armor, so don't you find that your ticks of damage are about 3 a piece in Delta 7? That's what I was finding when I tested those. Also, do you think your lvl 6 force shield can take more damage than when it was lvl 1 (some say it does)? Finally, can you tell that the lvl 1 protection makes any difference?

bronislav84
08-11-2011, 07:05 PM
I don't believe different ranks of Protection stacking is a bug. You NEED the armor in this game, as players have less starting stats than PL. It could be an oversight, but seriously I believe it is needed because although everything has less health, including players, in PL terms everything is doing more damage than PL. You need every advantage you can get.

The stacking must be a bug. It doesn't make any sense as far as game design to stack only differing levels.
The original intent would have to be one of these two:
(1) Only the highest level should take hold.
(2) All protection buffs should stick regardless of level.

It may be a low enough bug priority that it remains in the game for a long time. In that case, there would be a big outcry from the community that got used to the buff stacking. (although, the devs tend to not care about public outcry. eg. GCD in PL) Also, sometimes a bug becomes a feature if the result is interesting enough that the devs decide it doesn't cause any harm and its kind of cool.

I think it will get fixed to not stack, and maybe they will give us free re-specs for a week so we stop complaining.Be happy. The Devs agree with you. The game just became 3x harder at the content level. 1x Commando and 2x Engineers (21, 21, and 20 respectively) used to be able to clear the first spawn in Big Bug Blast and now they can't. Not without deaths or a lot of pot spam anyway.

noneo
08-23-2011, 01:25 PM
Wow, I need to update this bad! Sorry about the lack there of updates, I was on my honeymooned which followed my wedding and crazy wedding planning. But now I am available again to start updating the OP.

Planning on adding:

New skill builds with the skill updates
Combo "how-to's"
Fixing skill descriptions
Changing the "play style" with the removal of the protection stack
Once I hit 25/26, I will offer my skill build, specs, attribute delegation, and gear I use.
And any changes you fellow community members have pointed out.

Expect a large update in a day or two.

noneo
08-24-2011, 06:56 PM
I updated the main post with minor tweaks throughout and updated the skill descriptions. I am missing a few portions of them, but will add them when I level up my alt account.

Redbridge
08-28-2011, 03:32 AM
Wicked... Just come back to SL since the iOS release and was finding my Engineer playing a bit ineffective, so came back to read this and found it very useful. Exactly what I was looking for.

Is there any chance you could add what level the various skills become active/available from?

Will let you know how I get on, going to test out whether to max force shield or not.

Raulur
08-28-2011, 05:09 AM
My personal opinion is that force shield is a waste now. If you use it in a fight at high levels, it is gone the first hit. Good luck getting teamates to wait for you to use it between fights. If you want power regen, just get the implant. Plus you always have the res buff.

noneo
08-28-2011, 03:47 PM
Is there any chance you could add what level the various skills become active/available from?

Yes that is on the top of my list once I hit 26. I have to level an alt and record when I gain each new skill (as I forgot already what they were *facepalm*). Also, I will be constructing a list of how to delegate skill points as you level. I.e. when you hit level 5 what point to put where, at lvl 6, etc. (keep in mind, this will only be for my particular build since there are many variations).

Apostar
08-28-2011, 10:59 PM
Here's something I would like to see added; at what level are each one of these skill achieved. For a new player they might find that imformation keen. Fantastic guide btw. Thanks

noneo
08-29-2011, 06:42 AM
Ok, I threw on what level each skill was unlocked at. Please let me know if I put the wrong level down for any of them.

noneo
08-31-2011, 08:16 AM
Hey everyone, I have updated the OP to include a "Best gear discussion" let me know what you think!

Also made some minor tweaks to the skills section.

Herozheng
08-31-2011, 09:49 AM
Engineer <Mofajingling> report for duty :beguiled:

noneo
08-31-2011, 05:11 PM
Welcome aboard!

Rast
09-01-2011, 12:37 PM
Here are my thoughts; I posted this as a seperate thread, too, as my post ended up being so long. I love this guide, though, and really don't want to take anything away from it.

My focus is on party support--keeping my team alive. I don't focus on maximizing my engineer's DPS via skills; I still try to maximize my dps to help my team though. Skill choice, however, is entirely based on supporting and helping my team.

On the skills, here are my personal opinions. Take 'em for what they're worth. My engi is level 23, and I've done multiple guardian runs, but I haven't personally tested out Sonic Boom yet. That said, I don't see a big use for this skill given it's long recharge time and its lack of team support outside of just DPS. Again, my skill decisions are focused on support--not pure dps. The skill descriptions below are taken from page 1 of Noneo's guide; the commentary is mine.

Wither - (Damage over Time) - Earned at level 2
Rank 1: 8 energy, 12 second cool-down, 12m range, 10 seconds of 1 - 2 damage every 2 seconds.
Rank 2 - 6: Increased damage dealt over the same 10 seconds.

Commentary: Not a necessary skill. Mobs die too fast as is, better skills to spend your points on.

Leech - (Damage over Time, Healing over Time) - Earned at level 3
Rank 1: 10 energy, 15 second cool-down, 12m range, 6 seconds of 1 - 2 damage per 2 seconds and healing to the caster.
Rank 2-6: Increased Damage and Healing over the 6 second period.

Commentary: See Wither above. Not a necessary skill. Mobs die too fast as is, better skills to spend your points on.

Empathy - (Group Healing over Time) - Earned at level 4
Rank 1: 15 energy, 8 second cool-down, 8m range, (3) group heals of 5 - 10 HP over a 9 second period (casting every 3 seconds).
Rank 2-6: Plus 5 - 5 more heal with each level.
Note: 3 group heals means that the entire group will be healed 3 separate times in 9 seconds with one cast of this skill.

Commentary: This skill starts to set you apart. I believe in ranking this up to 6 as soon as you can. This skill will let you solo low-level maps and level with ease; this skill is fantastic high-level support, too. I can't imagine any build that doesn't include this skill.

Revive - (Bring a player back to life, Small Party Buff) - Earned at level 6
Rank 1: 20 energy, 15 second cool-down, 8m range, revived your fallen party member within range.
Rank 2-6: Reduces energy consumption by 5.

Commentary: Another must-have skill. This skill has the already-discussed amazing secret hidden buffs (Noneo's guide again) that alone make it great; the fact that you and you alone can bring a dead teammate back to life with this skill makes it indespensible. People will die, no matter how well you play. This fixes the mistake, fast. I love this skill for the mana regen. I rank this skill up to level 3 to lower the mana cost from 20 to 10. I spam this every other time I spam my Force Shield, discussed below, for the hidden buffs. It recharges fast, and it's almost always available when needed for a revive even with me spamming this. Keeping these buffs active dramatically cuts down on the number of stim pots I need per run, too.

Force Shield - (Protection to the caster, Armor Buff) - Earned at level 8
Rank 1: 10 energy, 45 second cool-down, 30 second duration, adds 20 armor, adds 2 energy regen, the shield bursts when it takes ____ damage.
Rank 2 - 6: Adds an additional 20 armor buff and increases the amount of damage the shield can take by _____ damage with each subsequent level.

Commentary: Force Shield is great for mana regeneration. I don't use it for anything other than that; I spam it on cooldown and I use Revive with it every other activation. Armor, as has been pointed out, just isn't very effective. I consider that a purely secondary effect of this skill. To me, this skill is all about the mana regen. As such, I rank it to 4 to give me 2 m/s regeneration and to keep me going.

Suppression - (Stun) - Earned at level 10
Rank 1: 15 energy, 15 second cool-down, 12m range, a 6 second mesmerize on (2) mobs within 6m of target. Any damage done to a mob while mesmerized will break the spell.
Rank 2 - 6: Adds (1) more target to your mesmerize. So at level 2 you can mesmerize 3 targets, level 3 - 4 targets, etc.

Commentary: I can see where this would be useful for solo play, but I don't solo with my engineer outside of easy runs and this isn't needed for easy runs. I don't take or use this skill.

Protection - (Armor Buff) - Earned at level 13
Rank 1: 15 energy, 10 second cool-down, 120 second duration, and gives a group buff of 10 more armor.
Rank 2 - 6: For every level past 1, you will increase your armor buff by 10 armor points.

Commentary: Armor just isn't very effective; I wish this wasn't the case. My commando really wishes this wasn't the case. See the math previously done for proof on armor and it's low effectiveness. That said, I don't have other great places to spend my skill points, so at current I have 2 points here and I'll finish with 4 points total. The little bit helps, and no other skill gives even a little bit of survival like Protection does. Until armor is more effective, though, I pass on this being a rank 6 skill.

Transference - (Damage over Time, Area of Effect Group Healing over Time) - Earned at level 16
Rank 1: 15 energy, 10 second cool-down, 12m range, __ - __ area damage, damaged targets heal teamates by __ - __ within a 10m range.
Rank 2 - 6: Adds 1 - 2 more damage dealt each level, and adds 2 - 2 more heal to group members.

Commentary: Hello, my favorite engineer skill. Welcome to great AoE damange AND great healing. Carefully timing this skill can bring a nearly dead party back to nearly full health. I use this almost on cooldown, and it allows me to be more selective with empathy. It's the best skill I know of to take care of big alpha strike damage and keep things going. Rank 6 for the extra healing. I love this skill; damange and healing all in one.

Pain - (Damage over Time, Area of Effect Damage) - Earned at level 20
Rank 1: 15 energy, 8 second cool-down, 12m range, 2 - 8 Damage, 3 second stun and knockdown and 15 - 25 area damage at the end of stun (explosion).
(After stunned, the target will explode and hurt all enemies around it.)
Rank 2 - 6: Adds 2 - 2 more initial damage to target with each level.

Commentary: I love Pain; I don't find the extra damage with anything above rank 1 worth it, however. Pain takes a mob out of the fight for 3 seconds; a stuned mob doesn't do damage, and preventing damage is as important as healing it (arguably more important.) This skill is a fantastic skill for bosses. Take it, rank it to 1, use it aggresively.

Sonic Boom - (Area of Effect Damage) - Earned at level 24
Rank 1: 15 Energy, 30 second cool-down, 6m range, 2 - 10 area damage
Rank 2 - 6: Adds 2 - 4 Area damage with every subsequent level.

Commentary: Again, I'm level 23 and haven't played with this much. That said, I play as a support engineer. I don't play as a damage engineer. As such, I don't have a big use for this skill. I don't plan to place any skill points here.

A few other points...

1. Hand Blasters are cool and are nice single-target dps. Your skills--mostly Transference--will do more damage with a rifle, however. The hand blasters are fun to use, but don't hesitate to equit a big damage rifle for maximum effectiveness.
2. You'll need pots. I believe the game was designed to need pots so that Spacetime Studios can make some money; people spend money, buy credits/plat, and buy pots. I'm totally o.k. with this, too, as Star Legends is an amazing free game at it's core. That said, I make enough money via selling greens and other items that I don't have to spend real money to get pots. Don't be cheap. Use mana pots, and use health pots if needed to keep yourself upright and fighting.
3. Have fun; I love how survivable my engineer is. My commando takes a lot of damage, but he only has pots to keep him going. My engineer can solo like a machine, as long as I'm smart, and never need pots or anything else. It's a great class to play.

Again, there's my extended two cents. Hope it helps someone.

Tiran--Engineer
Rast--Commando

noneo
09-01-2011, 01:08 PM
I added the skill point assignments for levels 1 - 26 using my current skill build.

Herozheng
09-01-2011, 04:55 PM
I added the skill point assignments for levels 1 - 26 using my current skill build.


kill Distribution:
6 Empathy
1 Res
1 Force Shield
5 Protection
5 Transference
1 Pain

I'm not 21 yet, nor will I be so before beta ends and level cap goes up soon after, but would probably max Transference with that point. I find I only get to use one DOT before stuff dies from my party members pounding it, so I figured I'd only get the strongest one, and it heals. The only time I solo is helping others on considerably lower level stuff, so I don't need anything else. I can kill stuff, but unlike my Mage I designed my Engineer to lean more toward support for now. Engineer desperately needs an instant cast AOE, as very often by the time I cast one skill (Usually transference or Pain) stuff is dead before I could cast a second, or it's not worth the time so I auto attack instead. Would be nice to be able to help clear stuff out better. We need a good instant cast AOE, but I realize that might be counter to the theme.

Skill Mapping:
Set 1: Pain, Transference, Empathy
Set 2: Res, Protection, Force Shield

Gameplay/tips:
I typically go into a fight with Set 2 open, cast anything I need to, then switch to Set 1. This works for me because although I use the first one more often, going in with the second one visible means I can buff when a fight starts then heal throughout while still being able to use attack skills. If I miss I have a problem, but usually not. Really wish all the skills could be shown at the same time.

Protections stacks ONLY if people have different ranks, otherwise they just retime each other. I have 5 because most people max it, so in a party with me and another Eng, we are almost guaranteed to have at least 2 of it.

Suppression and Pain might be good complementary skills at some point when there's more skill points to throw around. Currently this seems to be the most viable "combo" if SL ever gets combos. Think about it. Suppress three to five guys, then use Pain on one. Pain explodes unopposed because it stuns the main target and they all take damage. Nobody wakes up because main Target is stunned (Wakes up but can't attack) and others don't wake up until Pain explodes so it will not break Suppression too early. Repeat, and if you get good at this you can avoid taking damage at all. Solo strategy of course, and will remain useless in parties forever because people are impatient. Doing this in 1v1 PVP might have some utility, and expect Suppression and Pain to get nerfed at some point if people get too good at doing this. Except for cooldowns, there's no way for the opponent to not be stunned or asleep.

Speaking of which, Pain deals a small amount of undocumented damage when it is first applied. This is easiest to notice on enemies with low health, like if you go to Dynastar. Dunno if this initial damage goes up with rank, but somebody feel free to test it and report back.

well , i did a little differentiate ... i am lvl21 atm .

i didn't put any pts in pain ,cuz we only got 8 slot in map skill , i can't see pain do any good atm ,maybe useful at high lvl ....

compare Engineer with Enchant in PL , Engineer are more like warlock use DOTs (damage over time) also healing over time , enchant are more like war-priest (mage)

Dots : Wither cost 8 mana ,12 sec cool down , 10 sec duration (5tic) ,single target dots , mainly use for mini boss or boss fight , it's kid of weak as damage over time spell , also most our job are support atm , so i think only 1 pts in this skill for now .

Dots : Leech cost 10 mana ,15 sec cool down , 6sec duration (3 tic) damage over time also heal caster per each damage tic ; this spell got lone cooldown and short duration ... but it's do damage and heal at same time , for ppl like me who likes solo , it is one of the good single target DOTs on boss fight , i put 5 pts , may max it later .

buff : Empathy our major healing over time spell , must max 1st .

buff : Protection SL 's gear got high armor then PL , most lv20+ ppl got 200~300 armor , this buff gives very small + armor base are our current armor ,it is still good at low lvl ,but when we lvl up it will become more and more useless just like iron blood in PL .

buff : Force shield good mana regen for us , so far we got very low regen , this buff helps a lot , base on it's 30 sec duration , but shield bursts when it take damage , so you should not cast it in combat ... and 1 pts are good for it .

AoE : Transference one of our most useful aoe damage and heal spell , i will max it asap (3 pts atm) , more mobs cost more damage and healing .


Revive : just like rev in PL Revives dead ppl , only put 1 pts in this skill .

Suppression : it is a crowd control spell , useful for a skill team to fight high-end game or solo , more like mage's polymorph in WOW , but you can stun 2 mobs at rank one , 1 pts just good .


that is my skill map for now .

Nourish
09-01-2011, 06:50 PM
Subscribed. Enough said :)

roguedubb
09-01-2011, 06:53 PM
I think the support value of Engineer DPS is under rated. If an Eng is doing more DPS, mobs die quicker, which means less demand for healing and the shorter combat times mean less time to die. Doing more DPS directly influences your support role.

noneo
09-01-2011, 07:38 PM
Rast, great commentary! It was all very helpful, and I couldn't agree with you more about the Pain skill, I find it incredibly usefull.


Hand Blasters are cool and are nice single-target dps. Your skills--mostly Transference--will do more damage with a rifle, however. The hand blasters are fun to use, but don't hesitate to equit a big damage rifle for maximum effectiveness.

This is a great point, I think the best method of fighting is to use the Gauntlets during multi-mob combat, and then switch to a rifle during boss combat. This allows you to kill easier mobs faster, and then heal/damage more on the boss when you really need to.


2. You'll need pots. I believe the game was designed to need pots so that Spacetime Studios can make some money; people spend money, buy credits/plat, and buy pots. I'm totally o.k. with this, too, as Star Legends is an amazing free game at it's core. That said, I make enough money via selling greens and other items that I don't have to spend real money to get pots. Don't be cheap. Use mana pots, and use health pots if needed to keep yourself upright and fighting.

I really think this is based off of how you play. I don't use a single mana or health pot in any level besides Uncharted Ruins. And the only time I use pots is if I have the aggro from the Guardian. I actually harvest pots in Outer Limits all the time. And I by no means slack on my skill casting, I am constantly hitting Empathy, Transference, and Pain. It really is how you play though. (also the force shield regen is like a slower mana pot, and works wonders :))

noneo
09-02-2011, 06:27 AM
i didn't put any pts in pain ,cuz we only got 8 slot in map skill , i can't see pain do any good atm ,maybe useful at high lvl

I personally, can't live without it (and I know my team appreciates when I use it). It offers the incredibly function of freezing any enemy for 3 seconds while the entire team wails on the mob, and then to top it all off it explodes and does AOE damage. This is one of my most used skills (third to Enpathy and Transference). I'll give you an example, when running Uncharted Ruins, there are a whole slew of Vulars ( I call them Lobsters) running around with powerful damage and large amounts of armor. When one casts Pain, it essentially protects the entire team from taking ANY damage (which is a great time for me to cast Transference/Empathy to get the whole team to 100% health), and also gives everyone time to unload their damage dealers on it. And the same thing can be said in a boss situation. Alternatively, when discussing a standard multi-mob situation (i.e. during parts with the burrowing dog/moles, or when fighting lanterns) this skill is pretty pointless as all the mobs have too low of health/armor to even last long enough for the skill to explode.

Also note, if you have two engineers on a team and both have the pain skill, you can keep ANY mob infinitely stunned for the entire fight. Think about it, one Eng casts pain on a Lobster, and just as it is about to explode, the other casts Pain. This will renew the stun for another 3 seconds, which allows pain to regenerate for the other Engineer, and then he casts it to renew pain. Wash, rinse, repeat..


Dots : Wither cost 8 mana ,12 sec cool down , 10 sec duration (5tic) ,single target dots , mainly use for mini boss or boss fight , it's kid of weak as damage over time spell , also most our job are support atm , so i think only 1 pts in this skill for now .

I really don't see a point in putting 1 point in Wither. The amount of damage it does at level one is pretty low (even with powerful equips). I would either put 5 points in this skill, or none.


Protection ... it is still good at low lvl ,but when we lvl up it will become more and more useless...[/qoute]

Couldn't agree more.

[quote]Force shield good mana regen for us ... you should not cast it in combat ...

I agree with this statement as well.

Nice analyzation!

Rast
09-02-2011, 11:49 AM
I really think this is based off of how you play. I don't use a single mana or health pot in any level besides Uncharted Ruins. And the only time I use pots is if I have the aggro from the Guardian. I actually harvest pots in Outer Limits all the time. And I by no means slack on my skill casting, I am constantly hitting Empathy, Transference, and Pain. It really is how you play though. (also the force shield regen is like a slower mana pot, and works wonders :))

My Engineer is now level 24. I don't need really any pots anymore either. I was burning a bunch of 'em at level 20 and 21 or so on Guardian runs, but now that I've gained a few levels and I'm more selective about when I cast Force Shield for mana regen, I don't have any pot issues at all.

Rast

noneo
09-03-2011, 11:31 AM
My Engineer is now level 24. I don't need really any pots anymore either. I was burning a bunch of 'em at level 20 and 21 or so on Guardian runs, but now that I've gained a few levels and I'm more selective about when I cast Force Shield for mana regen, I don't have any pot issues at all.

Rast

Ah yes, I did forget you mentioned that you were only lvl 20. That explains it!

Redbridge
09-04-2011, 07:49 AM
Noneo, what's you take on this thread, should I RESPEC and lose Protection & Force Shield.

http://www.spacetimestudios.com/showthread.php?35828-Why-Force-Shield-and-Protection-are-a-waste-of-points&highlight=Armor

noneo
09-04-2011, 09:29 AM
Hey Red,

I posted a response in the other thread.

noneo
09-04-2011, 03:44 PM
I updated the Force Shield description to correctly explain the M/S gain for its respective levels.

IBNobody
09-04-2011, 05:26 PM
Noneo,

I bit the bullet and respecced with Revive at 6/6. Here's the current effect:

Rank 1: Cost = 20, Range = 8
Rank 2: Cost = 15, Range = 8
Rank 3: Cost = 10, Range = 8
Rank 4: Cost = 10, Range = 9
Rank 5: Cost = 10, Range = 10
Rank 6: Cost = 10, Range = 12

A rank 6 revive did not heal any better than a rank 1 revive.

A rank 6 revive did not provide any difference in buffs.

Please update your guide with this. Thanks for all the hard work!

Hullukko
09-06-2011, 04:05 AM
Someone should do the level checks for each skills. Pain for example adds 2-2 damage when going from 1 to 2, but 2 to 3 is only 0-2. Dont know what it is after that.

EDIT: equally the damage increase in leech varies between different skill levels.

noneo
09-06-2011, 09:56 AM
Noneo,

I bit the bullet and respecced with Revive at 6/6. Here's the current effect:

Rank 1: Cost = 20, Range = 8
Rank 2: Cost = 15, Range = 8
Rank 3: Cost = 10, Range = 8
Rank 4: Cost = 10, Range = 9
Rank 5: Cost = 10, Range = 10
Rank 6: Cost = 10, Range = 12

A rank 6 revive did not heal any better than a rank 1 revive.

A rank 6 revive did not provide any difference in buffs.

Please update your guide with this. Thanks for all the hard work!

This is GREAT, thanks a ton IB, I will add it right now.

I would like to do this same thing to all the different skills for an ENG.


Someone should do the level checks for each skills. Pain for example adds 2-2 damage when going from 1 to 2, but 2 to 3 is only 0-2. Dont know what it is after that.

EDIT: equally the damage increase in leech varies between different skill levels.

Thank you for pointing that out. I unfortunately have only 1 plat left (since STS made plat game specific), and do not have means to get any more plat at this time. I would be extremely grateful if someone could assist me and note all of the level increments for each skill and note down the respective values.

I would add their name as an Author of the guide as well :)

noneo
09-06-2011, 10:06 AM
Also, keep an eye out for I will be updating my skill point advancement chart, and my main build in the near future (given some revolutionary armor stat discussion on the forums).

noneo
09-09-2011, 08:51 AM
I updated both the "Route to 26" skill distribution, and my main "build setup" sections.

GigaBits
09-10-2011, 05:51 PM
Hey noneo, heres some stuff for your next update. Sorry about bad formatting I'm posting from mobile app:D

Wither-1) 1-2 2)2-5 +1-+3 3)4-8 +2-+3 rank 4-6 is +2-+2 each

Leech- 1) 1-2 2)2-5 +1-+2 3)4-10 +2-+5 rank 4-5) +2-+4 each rank 6)10-20 or +2-+6 from rank 5

Transference- no numbers here! Steady +1-+2 increase in damage and +2-+2 increase in health from 2-10 base

Pain- 1)2-8 2)4-10 +2-+2 3) 4-12 +0-+2 4)4-15 +0-+3 5)5-17 +1-+2 6)5-20 +0-+3 note one pain: explosion dmg does not increase this is only initial impact damage.

Supression(no damage just an interesting point) this skill maxes at +5 enemies stunned at rank 4. At rank 5 you will stun for 8 seconds and at ranks 6 you will stun within 8 meters of target(base 6) I only added this cause I was checking it anyway.

Sonic Boom steady +2-+4 from base 2-10

Hope this is what you were looking for and hope it helps. Also I didn't mess with any non damage abilities( except suppression)

The Dord
09-12-2011, 09:40 PM
What's the best engineer weapon at 26?

kamikazees
09-13-2011, 08:16 AM
What's the best engineer weapon at 26?
For normal enemies, probably Salvage Claws. For minibosses and bosses, probably the lvl 25 rifles.

Hullukko
09-14-2011, 04:50 AM
Well, the rifles boost your skills better than claws do. So, my vote would go for the repulsor rifles regardles of enemies. Although, you are correct in that claws probably do inflict more damage over time to tiny creatures, but that is without skills.

Teddyache
09-14-2011, 05:43 AM
Well, the rifles boost your skills better than claws do. So, my vote would go for the repulsor rifles regardles of enemies. Although, you are correct in that claws probably do inflict more damage over time to tiny creatures, but that is without skills.

After reading the posts about this, I went and bought one of the 25 Plat rifles. It definitely increased my healing but I also got aggro from the Vular and ended up dying in a Guardian run with no tank. It was my own fault for not realizing I had the Vular's aggro until too late but be aware if you trade your DPS gloves for a rifle.

Hullukko
09-14-2011, 07:11 AM
After reading the posts about this, I went and bought one of the 25 Plat rifles. It definitely increased my healing but I also got aggro from the Vular and ended up dying in a Guardian run with no tank. It was my own fault for not realizing I had the Vular's aggro until too late but be aware if you trade your DPS gloves for a rifle.

You'll draw plenty of aggro with 6transferance, 6empathy, 6leech and 5wither with a repulsor. Good for your team if you can take it, not so good if you can't. :)

Vulars are not really a problem. Use pain on them and move about cleverly. Hit empathy before they jump at you so that you start getting healing ticks during their rather strong initial assault. Reserve transferance for a more immediate health boost when needed. Once you get the hold of it's stun cycle with pain the team will grind it to pieces in no time. Moving and pain are the key elements there.

Guardian is a different matter. Unless there are good commandos available (in recent times they've been a rere commodity iun), or I screw up, I tank him the entire time. But to do that the sunwalkers doesn't cut it, not without potting. You're gonna need the plat armor, too. It gives you plenty of dodge, which will come in handy. I walk past him and zap pain, empathy, transferance and leech to get his attention and then walk to the edge making sure that battle takes place in the far end next to the cliff. His initial assault, before the team gets into full swing, can be a bit harsh, so a pot or two of the red kind might be needed there no matter how you time you skills, but after that it's just a matter of hitting the transferance, leech and pain properly when needed so that the health never dips too low, while pounding wither and pain as much as possible. As a rookie I jammed every skill whenever they cooled out, but that doesn't work against the guardian. He hits too hard and too seldom. You need to reserve the trasnferance and sometimes pain, too, to toe-to-toe him without potting health. (and for the record, since his attack is this strange directed blast, it's also a good idea to tank him next to wall so that you don't fly back, and away from your team mates so that they don't take the same damage)

The choice of implant for the guardian is not trivial. Outside of guardian I tend to use the mana regen implant to save mana pots, unless the team is short of people/skill/damage, in which case I switch to damage implant and pot my mana. But at guardian the mana regen doesn't cut it. I maintain my mana level nicely with that and rev, but the shortage in healing power of empathy, transferance and leech I feel I need to pot more health. With the damage implant I run out of mana pretty quickly and have to pot that. Recently I've always switched to damage implant for the guardian.

Other more experienced engineers might have corrections and ideas that I wouldn't mind hearing.

Apostar
09-14-2011, 07:47 AM
Good info on this. Is an implant at level at 20 advisible? I find myself potting and dying more at the Guardian. So I'm curious about this one

IBNobody
09-14-2011, 08:05 AM
Good info on this. Is an implant at level at 20 advisible? I find myself potting and dying more at the Guardian. So I'm curious about this one

None of the lv20 implants will help with survivability.

Implants (https://docs.google.com/spreadsheet/pub?hl=en_US&key=0AnQBvFf7X3CndDFWQ1FDREUyWkZaNkNNOGkyS3hlY2c&hl=en_US&gid=15)

The dodge implant at 25 will, though. It gives you a 5% chance of negating damage. That's better than armor.

noneo
09-14-2011, 09:06 AM
GigaBits (http://www.spacetimestudios.com/member.php?57952-GigaBits) - Thanks a ton! That all really helps.

I cant update my OP at the moment because it puts me over the limit on how many characters a post can contain (I really dropped the ball not reserving a second post). So, I PMed Sam about it, and want to see if he can do anything. if not, I will have to purge some of the post to make things fit.
IB hit the nail on the head with regards to implants. Currently, all but the Dodge implant are pretty much a waste of money.

noneo
09-16-2011, 09:47 AM
I added in gigabits descriptions to the main post.

Also, if anyone has information on lvl 30 play styles, skills, drops, anyting really. It would be greatly appreciated!

IBNobody
09-16-2011, 10:06 AM
My compendium has all level 30 epic armors and all platinum epics. Feel free to copy.

noneo
09-16-2011, 02:25 PM
Thank you IB, I have update the OP to include the Top Engineer gear. Still waiting on more information about pinks though :)

jungel_wbey
09-18-2011, 07:14 PM
Hello to the Engie Forum,
I am new to Star Legends and have several questions pertaining to the Engineer class. First, I understand that I don't need stimpacks from the ESG (Engineer's Survival Guide) but....here's my question. How do I get them when I have none? Can I buy them individually from the store? In
the store I only see "packs" of 25, etc. Another question is, I seem to be getting alot of gear that I can't use...lvl 10, operative helmets and
shoes....how can I acquire gear to equip that I can actually use WITHOUT platinum? Platinum, to me, is the bane of Star Legends...it's expensive and prevents you from really enjoying the game because all the best gear is Platinum Only.....Aaargh! Last question is this......How do I find friends or a guild to play with in the game? Would like to support a really good guild or party but I seem to just randomly be in parties that go to the same level I do. Thanks alot for any answers you can give. Look forward to playing with you all! Don't forget to ADD me as a friend, I'm "junglewbey" in the game.

Tvis
09-18-2011, 07:35 PM
Hello to the Engie Forum,
I am new to Star Legends and have several questions pertaining to the Engineer class. First, I understand that I don't need stimpacks from the ESG (Engineer's Survival Guide) but....here's my question. How do I get them when I have none? Can I buy them individually from the store? In
the store I only see "packs" of 25, etc. Another question is, I seem to be getting alot of gear that I can't use...lvl 10, operative helmets and
shoes....how can I acquire gear to equip that I can actually use WITHOUT platinum? Platinum, to me, is the bane of Star Legends...it's expensive and prevents you from really enjoying the game because all the best gear is Platinum Only.....Aaargh! Last question is this......How do I find friends or a guild to play with in the game? Would like to support a really good guild or party but I seem to just randomly be in parties that go to the same level I do. Thanks alot for any answers you can give. Look forward to playing with you all! Don't forget to ADD me as a friend, I'm "junglewbey" in the game.

Welcome to the forums. I've got some answers for you :)

- Stimpacks can be purchased in the UCS Blackstar with credits alone. There's a vendor between Cycorp Industries HQ and the Trade & Storage.
- Drops are random. You class items drop along with the others. There isn't a way to select just your class of items.
- You find friends and guilds by being around town and talking to people or by playing the levels and meeting new players.

Hopefully this is helpful to you.

Dark Avenger
09-19-2011, 12:58 AM
I'm curious as to where Lulu have allocated. Your new stats with the update on the level cap. I changed to your lol 3.0 build after I ran with you a while ago and have since reached level 28. At 27 I had leeched maxed. Currently I put that one leftover skill point in the new ability decay and want to see what you did with yours. Can't wait to read it.

peacemaster
09-19-2011, 04:56 AM
I added in gigabits descriptions to the main post.

Also, if anyone has information on lvl 30 play styles, skills, drops, anyting really. It would be greatly appreciated!

I have updated my build to lvl 30, feel free to take whatever you want/need/useful from there http://www.spacetimestudios.com/showthread.php?34719-The-PEACE-build!

Gazroast
10-04-2011, 04:41 PM
12,000 views and I'm the first one to thank you ><

Great work, any thoughts of getting this to lvl. 30-31?

noneo
10-07-2011, 12:41 PM
Hey everyone, I am deeply sorry for not updating this for so long. I have been in a long string of real-life craziness with School, work, my new business, wife, etc. I will try and do an overhaul in the next coming days. Please be patient!

RaptorBlitz
02-29-2012, 04:41 AM
Awesome guide! You just inspired me to make my own Engineer called 'Einstein' lol.

Racosai
05-27-2012, 05:38 AM
I think these are wrong ....(my Opinion) Sorry I quick skimmed it. I will read deep into it friday night. I love hotel life. LOL

•Not a great solo class...... This is wrong. Im working on delta 3 now solo. I just soloed 95% of 20 to 21.(Im clearing zones. Not just a few front mobs). Then almost everytime I clear a zone. I walk out with 25/25 potions. I always go into a zone solo with 1 power pack.
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•Engineers are NOT good at crowd control....... --- This depends on how your team plays(most groups dont need cc).
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•If you are planning on doing more solo-farming in the game, then you should put some points into DEX to raise your crit a slight bit, but if you are a team player, just put everything into INT.

You dont need dex to solo.
I agree, but....this is what I would prefer:
You should max out revive. It's a very important skill. Plus, it minimizes out complaints about "engineers going out of heal range". By maxing out revive and heal, that is how I earned my well known reputation as one of the best healers. As of wither and pain, add five points to pain since it is one of the two stuns you have. Ignore wither, its not one of the best, most enemies do not seem affected by it. Max out suppresion, too. It increases how many enemies get stunned. Very useful in every single map. And sonic boom? Add only one point to it, its very important because its one of the group attacks. And decay? Add four points. Of course, max out force shield and transference. Protection and Leech are especially useless. Protection doesn't give you protection. Also, its seems as if force shield is like that too, but you will notice that your life isn't going down if you use it. For a while only though.
All those I used and earned my rep as a good fighter and healer in town. I hope you become one too. I hope everyone will find it useful.
Thanks.
~Racosai

PianoWizzy
05-27-2012, 08:35 AM
Engineers do fine at crowd control. Max out transference and suppression -- cast in that order. Full health team and a frozen mob.

Now if the COMMANDO knocks em all down and breaks the freeze, it's not the engineer's fault :P And at this point it's up to the op to pluck out snipers/healers/pushers

ArtStar
05-27-2012, 01:08 PM
Lol Engineers are beast if used right. When I get in the zone I can pick off almost every kill with a team full of ops and mandos, WHILE keeping everyones hp bars full, WHILE taking all the aggro.

iAmPain
08-30-2012, 12:58 AM
Free Bump, might help a few engi's out there :3

You should update the thread bro!

Szangheili
08-31-2012, 01:42 AM
Plz update the skill distribution, I need to know the best setup ;)

CosmoTaz
09-15-2012, 11:05 PM
This needs updating please

e5c4p3artist
09-21-2012, 11:51 PM
Here's my preferred setup now at level 43:

6-6-6-1
4-6-0-6
1-0-6

At level 46, you'd have 3 more points, dump them into Pain or Revive as you like.

Yes, there are nine skills here. Suppression is awesome if you are soloing or have a weak team. It is unnecessary if you have a strong team, so swap in Force Shield (for the mana regen) instead.

Masterminds
10-02-2012, 04:22 PM
Good information thanks

e5c4p3artist
10-04-2012, 02:06 PM
Here's my preferred setup now at level 43:

6-6-6-1
4-6-0-6
1-0-6

At level 46, you'd have 3 more points, dump them into Pain or Revive as you like.

Yes, there are nine skills here. Suppression is awesome if you are soloing or have a weak team. It is unnecessary if you have a strong team, so swap in Force Shield (for the mana regen) instead.

An update. For now, I decided to do this (at level 46):

6-6-6-1
4-6-0-6
1-3-6

Yes, now I have 10 skills trained. In addition to what I stated before, I have added Sonic Boom. I have recently been running low level dungeons (compared to my level) for various reasons and having an extra AOE to finish off groups of enemies at a time is more advantageous than either Suppression or Force Shield in that situation.

Szangheili
10-04-2012, 08:56 PM
Here's my preferred setup now at level 43:

6-6-6-1
4-6-0-6
1-0-6

At level 46, you'd have 3 more points, dump them into Pain or Revive as you like.

Yes, there are nine skills here. Suppression is awesome if you are soloing or have a weak team. It is unnecessary if you have a strong team, so swap in Force Shield (for the mana regen) instead.
I'll try using this build, it sorta looks like mine, lol. I'll have to compare em later :)

alex45002
10-09-2012, 07:48 PM
I am a level 34 engineer, and I found this guide very helpful. A few of my skill suggestions as to what I find useless in the long run.

Wither-IMO a waste. Didn't even bother getting it to 1. Just use leech instead of it
Empathy- max ASAP
Revive-keep at level 1 unless you plan on spamming it for the extra mp

Suppression-still have at level 1. Useful for if you grab some too many mobs. Also when you use it will auto-target (sometimes) the nearest enemy that isn't effected by the skill, unless all enemies were affected by it. However AoE skills like transference instantly cancel out the effect of the skill

Protection- I maxed it. According to what is said about armor I did some of my own testing and found 50armor reduces damage by 1, so thats what this skill will do, probably more profitable at higher levels as you will have more max health to benefit from this skill. And, it buffs the whole party too which makes me feel better. Again, optional.

Transference- USEFUL. Make sure to use it early because the healing wave comes in later than expected and sometimes you will die before you get the healing effect. It does about a quarter of damage to the enemies health bar, and heals you basically to full health if used on about four npcs.

Pain- Useful for taking out many things solo. It is very helpful on taking out the turret npcs, and in solo you likely won't take out npcs in three seconds like earlier said so the AoE stun at the end of the skill helps kill npc groups. Makes a great combo after suppression because the effect comes in right ad suppression ends. (Still at level 1)

Sonic boom- Didn't bother with this one. I don't think it causes any combos and the damage seems rather low for npcs. My hotbar is full enough already.

Decay- Not listed in this forum. I found the armor value decrease very helpful on select mobs like the vular tank npcs and other bosses. Dps is moderate too, I maxed it.

Please note that in this point of the game skill points come pretty easily. I am now at that point of the game where i'm just "maxing whatever." Currently everything in my hotbar setup that isn't maxed is leech and revive and suppression. And let me explain what my setup is:

First bar: (bottom to top) also known as the green bar, since all of the skills on it are green, healing type skills
Empathy
Transference
Leech
Revive

Second bar: kind of like my dps bar, and skills that stun or decrease the enemies lifespan
Pain
Decay
Suppression
Protection

Why is protection on my dps bar? Because its not on my healing bar (I liked the green thing too) It is a passive buff that lasts extremely long compared to other skills (two minutes) and I saw that it will be one of my least used skills so hence it is on the second set at the last of the hotkeys (number four hotkey if you ever played on a computer).

Another thing, my answer as to why engis are good at soloing. If you put it at pure dps (int) that is focusing on its main weakness and making it a balanced character. As for its low health, the healing powers and stunning skills compensate for that. As I said earlier, I estimated 50 armor decreases damage by 1 point (tested in UC marine corps on the second level, noticed an average damage increase of 3 when I equipped and un-equipped my 150armor holo shield) since one of the engis purposeful weakness is armor and we don't try to fix it (going strength) we can solo well. Also may this go to say that the str and int engi isn't as good IMO. I have actually had an engineer tell me my int engineer is better than his strength and int engineer (this forums reference :)

I hope my advanced guide will provide some help as to how engis do at higher levels (this forum is mainly built on level 20 engineer builds and is missing the second to last skill, decay). I would also appreciate it if you put my skill "green and mean" skill mapping guide right below yours :D

Spacetimesoul
03-20-2021, 09:04 PM
An updated version of this would be sweet :)