It spends all of your charges (up to 5) to give you a bubble that absorbs a flat amount of damage. I'll name him Sam.įorcefield: 15/15 this is how you will spend your charge and keep you and all your allies alive. Every rank improves the amount of healing and the rate at which it casts it's healing wave, at 5/15 it also restores mana to you and your allies, and at 10/15 and 15/15 it gives a physical armor boost. Heal Bot: I'm going to put 15/15 into this little guy as soon as I can. This also benefits from the Bulwark ability. What I mean is that it can recast itself while it's active, so it really has good mitigation.
that doesn't sound like much but think about this: While it's active you still take hits which count towards activating it. At 15/15 you have a 16% chance on being hit to cast it. It also gives knockback resistance which could be helpful against enemies that push you around. It gives you a chance on being hit to gain a bubble of defense that is basically your armor value multiplied + a flat amount. Tying a % damage reduction to your flat reduction is unbelievable, but note that this only works on physical damage, which is why I may keep it at 10.Īegis of Fate: 15/15 this skill as it will turn mobs into your friends. Every rank gives you 2% more physical armor and ALSO reduces physical damage taken by 2%. It'll give your Seismic Slams more "Oomph." Replace this with Charge Reconstitution if you want to be completely tanky.īulwark: I may 15/15 this as I feel the need.
Remember a good offense is part of having a good defense. This is rather significant and is a good way to make sure you can kill even as a tank since most of your skills are fire and lightning based. You have plenty of tank skills and this will give you 90% more fire and lightning damage when maxxed. This also will benefit from Supercharge.įire and Spark: 15/15 this even though it's not a tank skill. That's nothing to scoff at, as one handed weapons hit for less than 2 handed weapons, but faster, so any damage bonus they receive greatly helps their DPS. At rank 15 it'll add 90% of your shield's armor. At rank 1 it adds 20% of your shield's armor to your melee damage. The damage is great to contribute to DPS and the charge will let you use your tanky-charge-consuming skills. It gives you a chance on hit to gain a 10 second buff to your damage and while it's active you gain more charge. "people stop going crazy over stat ratios every time I see a post about it I die a little inside :-(" and before anyone asks me about mine I'm doing a 2:2:1 str,vit,dex ratio.Supercharge: I'm going to put 15/15 points into this ASAP. Let me know of you have any questions I'll register on the site late when I get home. I currently have 174% ( you do the math) also life steal on your weapon is almost a necessity. This means is my weapon dmg was originally 500 with a phy weapon and I switched to a 500 fire dmg weapon I would actually have 2k dmg (1k from weapon, 1k from magic). I chose fire as many of the tank skills revolve around fire, this weapon dmg will double dip with your fire an spark skill. I'm assuming many of you are using phy dmg, which doesn't benefit you much. When I say elemental weapon I'm talking about the type of dmg my weapon does. The key to doing damage as an engineer in my opinion is using an elemental weapon. I'm currently running a tanky dps build with sword and board and I have no problem at all with anything and I kill slightly slower than my berserker friend.
I just used this guide as a foundation, everything in this guide is pretty much Spot on in terms of how to use the skills. First off i apologize for any spelling errors as im commentin from my iphone.