Tinkerer | Fort Defender Build
For this build you will need to be level 40 Renown level 80 to fully utilize the build. The game allows for great versatility so i will attempt to give you an idea on the build, after that you will have to modify it to fit you game style.
THE GEAR
First lets see what gear we will need to use. Here you can use 4 pieces from the Beast Lord set which is a pve set with a lot of weapon skill. Genesis set for rings and Scenario offhand and Blood Lord weapons. Ideally you want 2 Blood Lord weapons. All talismans are Weapon Skills on gear and 2 Ballistics on weapons. When you play engineer you need a lot of critical chance in order to make your dots more effective an increase damage / burst for this reason we use the skills below. As far as builds go it is pretty simple, high damage low survivability.
MASTERIES
Below you can see what skills i prefer for my build. We use the path of Grenadier and the path of Tinkerer.
From Path of Grenadier pick:
Phosphorous Shells
From the path of Tinkerer pick:
Electromagnet
Tracer Rounds
Trench Fighting
Extra Ammo (optional)
RENOWN POINTS
Now that we have our gear and our skills its time to improve them all. It is time to use the renown we have acquired through PVP. In this build we focus on damage. The rest is up to the party / War band members. Our job here is to AOE dps the corridor or door we are funneling.
- 4 levels of Sure shot gaining 14% critical along with tracer rounds 15% and 4% from gear and weapons we total a nice 33%.
- 5 levels of Blade Master to Increase weapon skill thus armor penetration reaching a nice 53.6% Armour penetration.
- 1 level that is left i add to vigor just for the hell of it.
TACTICS
Fighting Chance
Masterful Aim
Tracer Rounds
Trench Fighting
MORALS
Concealment
Mortar Round
Explosive Shots
Hail of Doom
PROS & CONS
Positives of Fort Defender Build
Excellent close range AOE damage.
Mobile 45 feet AOE
Great mobility
Negatives of Fort Defender Build
Requires no player skill
Low survivability
Boring?
ROTATION(S)
Blunderbuss Blast
Friction Burn(Situational)
Land Mine (Situational)
Strafing Run (Situational)
Phosphorous Shells
NOTE
This build does not have the power to kill healers. Also its best to fight between 5 feet and 25 feet to make usre that napalm, lightining rod and friction burn are ticking. Remeber this is a defensive build out last the enemy not burn the enemy down fast.