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Thread: The Engineer's Survival Guide

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    Default The Engineer's Survival Guide





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

    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:

    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: 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.

    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: 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.

    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.

    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.

    Revive - (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.

    Force 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.

    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: 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.

    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.

    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.

    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, 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.
    Quote Originally Posted by kamikazees
    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.

    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 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.

    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. 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 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
    Last edited by noneo; 09-16-2011 at 02:24 PM.
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  3. #2
    Senior Member bronislav84's Avatar
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    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.
    Last edited by bronislav84; 07-13-2011 at 06:27 PM.

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    Love the guide, will help out when I get SL and has given me a good picture of what its like.
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    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.

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    Junior Member Horsethe's Avatar
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    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.

    Quote Originally Posted by bronislav84 View Post
    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?

    SL: Horsethemando - 25 | Horsetheneer - 20 | Horsetheop - 20
    PL: Horsethebear - 48 | Horsetheelf - 45 | Horsethebird - 15

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    Quote Originally Posted by bronislav84 View Post
    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!

    Quote Originally Posted by bronislav84 View Post
    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?
    Last edited by noneo; 07-14-2011 at 06:19 AM.
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    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.

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    @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.

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    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.
    Raulurfixit (engineer) <Serenity> guild member

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    Senior Member bronislav84's Avatar
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    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.
    Last edited by bronislav84; 07-14-2011 at 12:57 PM.

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    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.
    Last edited by Diodge; 07-20-2011 at 08:23 PM.
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    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.

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    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.
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    ....................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.
    Last edited by Diodge; 07-20-2011 at 08:25 PM.
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    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.

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    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.

    Quote Originally Posted by bronislav84 View Post
    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.
    Lol (Star Legends) - Noneo (Pocket Legends)
    Star Legends - Engineer's Survival Guide!

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    Chronicler of Alterra ratava's Avatar
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    Nice work Noneo, I remember you booking in a Engi guide and it's looking ace so far. Top stuff.

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    Senior Member noneo's Avatar
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    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!
    Last edited by noneo; 07-15-2011 at 10:35 PM.
    Lol (Star Legends) - Noneo (Pocket Legends)
    Star Legends - Engineer's Survival Guide!

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    Junior Member Horsethe's Avatar
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    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.

    SL: Horsethemando - 25 | Horsetheneer - 20 | Horsetheop - 20
    PL: Horsethebear - 48 | Horsetheelf - 45 | Horsethebird - 15

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    Senior Member noneo's Avatar
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    Quote Originally Posted by Horsethe View Post
    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 . 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!
    Lol (Star Legends) - Noneo (Pocket Legends)
    Star Legends - Engineer's Survival Guide!

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