Engineer DPS - with or without full amp/ability dps engineer pve pvp
Engineer Guide by Lilleyos Last update at Jan 10th 2015, 19:07

  • Current Level 0 /50
  • Ability Points 0 /0
  • AMP Points 0 /0
  • Elder Gems 0 /17
  • 0
    /0
    • = Locked by Tier
    • = Unlocked but Locked by Parent
    Max Health Assault Power Support Power
    Brutality 0000
    Finesse 0000
    Moxie 0000
    Tech 0000
    Insight 0000
    Grit 0000
    Strikethrough Chance 0% Critical Hit Chance 0% Critical Hit Severity 0% Deflect Chance 0% Deflect Critical Hit Chance 0%
    Stat Calculator still in beta.
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    CHAPTERS
    • 1. Introduction
    • 2. The rotation
    • 3. Utility as a dps
    • 4. Don't have enough ability/ amp points?
    • 5. Soloing with this build

    Introduction

    Capable of very good DPS, and is competitive in raids. I am by no means a pro at engineer DPS but it is a build with which I have had a lot of success with. It is extremely easy to manage the rotation and resources, especially compared to bolt caster since drop 3. I have read that drop 4 will feature a bolt caster build so expect an update when that happens.

    The rotation

    If you can use the build as above exactly, then the rotation will look like this:

    Use
    followed by
    . Wait for energy auger to fully cast.

    Use
    and
    (Quick burst should ideally proc every time you use want to use mortar strike as they share a 6 second cool down).

    Use
    until
    is off cooldown. You ideally want to use
    when your
    and
    have around a second left of their cooldown, this will mean they come up just as you finished casting
    .

    So the roation is essentially:
    using volatile injection when it's off cooldown, and
    when you can. Usage of
    should only be done if you have it keybound so you can be lightning quick with it, otherwise it's probably a dps loss - just let it hit the enemy.

    Utility as a dps

    Your interrupts consist of:

    - this ability 'strips' interrupt armour, it cannot stun on it's own but will reduce interrupt armour by 1 (or 2 if you get it to T8, Kuralak anyone?).

    - your stun, getting this T4 means it will reduce interrupt armour by 2, and will stun the enemy if it reduces it's interrupt armour to 0. If you need to spec this to T4 then I recommend taking the points from energy auger.

    Drop
    to bring
    .

    If you need a CC break then bring
    instead of
    .

    Don't have enough ability/ amp points?

    You can use reduce the points in
    , and go T7
    . If you are going to be raiding with an enemy that has a moment of opportunity then it might work out better to take T8
    and drop
    to whatever it needs to be.

    Taking interrupts without full ability and amp points won't be ideal but is necessary. If you can get away with using
    to take away 2 interrupt armour then do so, bear in mind that
    doesn't have the biggest range.

    If you want to help your raid and take a high tier version of
    , then just hope you don't have to take T4 zap as well or your DPS will suffer.

    Amp points are a different beast, you will want to keep the deflect buff 'cruisin' for a bruisin' but I feel that losing the 9.6% assault power from forceful impact wouldn't affect a low geared player as much - please make your own choice on this as I haven't tested the numbers.

    Armour pierce is very effective as of drop 3, and you should try to keep it in your AMP build. If you need to drop the 6% armour pierce for one of the tier 2 assault perks then try weigh up which one you feel will suit your level of content.

    Soloing with this build

    Soloing dailies with this build is great.
    allows you to pull from afar, or pull the next pack whilst finishing your current one. The combo of
    will one-shot packs with enough gear and
    is great for AoE damage.

    You can bring T4
    and
    to stun harder daily mobs during abilities to get a moment of opportunity then blitz their HP down. Usage of the
    will help if you have entry level gear.