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! Tier 1 |
! Tier 1 |
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− | + | {{amp|Critical Hit Severity}}<br /> |
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− | + | {{amp|Assault Power}}<br /> |
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− | + | {{amp|Critical Hit}}<br /> |
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− | + | {{amp|Lifesteal}}<br /> |
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− | + | {{amp|Strikethrough}}<br /> |
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− | + | {{amp|Deflect}}<br /> |
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− | + | {{amp|Support Power}}<br /> |
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− | + | {{amp|Deflect Critical Hit}}<br /> |
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− | + | {{amp|PvP Defense}}<br /> |
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− | + | {{amp|Maximum Shield Capacity}}<br /> |
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− | + | {{amp|Dash Regen}}<br /> |
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− | + | {{amp|Cooldowns}}<br /> |
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− | + | {{amp|CC Resilience}}<br /> |
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− | + | {{amp|Armor Pierce}}<br /> |
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− | + | {{amp|PvP Offense}}<br /> |
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|- valign="top" |
|- valign="top" |
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! Tier 2 |
! Tier 2 |
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− | + | {{amp|Explosive Ammo}}<br /> |
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− | + | {{amp|Harmful Hits}}<br /> |
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− | + | {{amp|Shrapnel Rounds}}<br /> |
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− | + | {{amp|Volatility Rising}}<br /> |
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− | + | {{amp|Extra Hurtin'}}<br /> |
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− | + | {{amp|The Zone}}<br /> |
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− | + | {{amp|Keep on Truckin'}}<br /> |
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− | + | {{amp|Hamstring Tear}}<br /> |
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− | + | {{amp|Forceful Impact}}<br /> |
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− | + | {{amp|Rejuvenating Rain}}<br /> |
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− | + | {{amp|Repeat Business}}<br /> |
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− | + | {{amp|Enmity}}<br /> |
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− | + | {{amp|Reroute Power}}<br /> |
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− | + | {{amp|Quick Restart}}<br /> |
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− | + | {{amp|Dirty Tricks}}<br /> |
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− | + | {{amp|Helpin' Hand}}<br /> |
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− | + | {{amp|Defense Protocol}}<br /> |
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− | + | {{amp|Turn the Tables}}<br /> |
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− | + | {{amp|Keep it Moving}}<br /> |
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− | + | {{amp|Deft Restoration}}<br /> |
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− | + | {{amp|Bust and Move}}<br /> |
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− | + | {{amp|Reckless Dash}}<br /> |
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− | + | {{amp|Reflexive Actions}}<br /> |
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− | + | {{amp|Blast Back}}<br /> |
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− | + | {{amp|Volatile Armor}}<br /> |
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− | + | {{amp|No Pain, No Pain}}<br /> |
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− | + | {{amp|Self-Destruct}}<br /> |
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! Tier 3 |
! Tier 3 |
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{{amp|Unstable Volatility}}<br /> |
{{amp|Unstable Volatility}}<br /> |
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− | + | {{amp|Target Acquisition}}<br /> |
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− | + | {{amp|Cruisin for a Bruisin}}<br /> |
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− | + | {{amp|Exploit Weakness}}<br /> |
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− | + | {{amp|Razor's Edge}}<br /> |
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− | + | {{amp|Boosted Armor}}<br /> |
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− | + | {{amp|Disruptive Module}}<br /> |
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− | + | {{amp|Try and Hurt Me!}}<br /> |
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− | + | {{amp|Survival Instincts}}<br /> |
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− | + | {{amp|Protection by Deflection}}<br /> |
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− | + | {{amp|Hardened Resolve}}<br /> |
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− | + | {{amp|Repair Bot}}<br /> |
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− | + | {{amp|Can't Touch This}}<br /> |
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− | + | {{amp|Disciplined Soldier}}<br /> |
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− | + | {{amp|Keep up the Pace}}<br /> |
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Revision as of 03:14, 17 April 2014
Engineer | |
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Role: | Ranged DPS, Tank |
Equipment: | Launcher, Bots, Exosuit |
Armor: | Heavy Armor |
Primary Attributes: | Finesse (DPS) Technology (Tank) |
Secondary Attributes | Moxie, Brutality (DPS) Insight, Grit (Tank) |
Dominion Races: | Cassian, Mechari, Chua |
Exiles Races: | Human, Granok, Mordesh |
The Engineer class uses heavy armor, a big gun, and a small army of friendly automatons to wreak havoc on the battlefield in either the DPS or Tank role.
Ability Resource
Volatility is the only ability resource used by the Engineer class.
Many Engineer abilities build Volatility, while a smaller group of more powerful abilities like Electrocute consume Volatility when used.
The Engineers Volatility bar has a maximum capacity of one hundred, and a resting state of zero. When out of combat, Volatility gradually declines to zero.
Effectively managing Volatility, generally to keep it between values of 30 and 70 as this range triggers many AMPs and tier upgrades, is the key to sustained combat as an Engineer.
Innate Abilities: ExoSuit Modes
The Engineer class has two Innate abilities available to it, both of which cause the character to change appearance, adding a powered exoskeleton over their regular armour.
- ExoSuit Mode: Eradicate buffs the Engineer's DPS capabilities.
- ExoSuit Mode: Provoke makes the Engineer a temporarily more powerful Tank.
Both Innate Abilities can be used whilst casting, share a 60s cooldown, and last for 10s when activated.
Abilities
AMPs
Media
Images
Videos
References
WildStar Online Classes |
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Engineer · Esper · Medic · Spellslinger · Stalker · Warrior |