Tinkerer | Utility 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.


Utility engineers are those that love to be in the front lines simply because they can take a punch and give two back. They specialize in disrupting the back lines of War Bands. Extremely effective with only a bit of support, after all this is a multi player game.

First lets see what gear we will need to use. Here you can use full Oppressor set which is the best defensive set in game at the moment. Wings of impervious set for rings and Scenario Defensive weapons. All talismans are should be armor, the highest you can get the better and the 2 on the weapons ballistics. When you play defense grenadier you need to hold as much as possible and deal a fair amount of damage. A full range of potions will help a lot.


Below you can see what skillss 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:



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 defense and interrupts. With this build you want focus on healers and  casters on the back lines.

5 levels of Vigor for more HP. Hp is the best damage buffer. (Wish i could have more)

1 level of Futile Strikes to reduce chance to receive critical even further.

4 level Deft Defender for Dodge and Disrupt + Turret you can have around 58% dodge and Disrupt so that you don’t have to worry about those ranged too much.

4 levels Reflexes for Parry to fend off those annoying melee classes.

1 level that’s left put in Impetus .. every little helps…


Ancestral Inheritance

Concussive Mine

Expert Skirmisher

Pierce defense


Concealment or Point blank

Armour plating or Mortar Round

Cannon Smash

Hail of Doom


Positives of Defensive Grenadier Build

Front line action

Medium mobility (no turret)

Minimum damage

Negatives of Defensive Grenadier Build

Requires high player skill

DPS is just not enough sometimes

Very Action Point demanding


This build has a very different game play style that the defensive grenadier build. Although they use the same gear they are for different things. The WB utility build is played as follows:

First you will need a tank to guard you and some heals from the healers. Your job is to move independently from the WB. You move at the back lines and you use Electromagnet to pull the healers thus creating you first interrupts leaving the enemy WB with no heal. Then you drop Landmine and with the Concussive mine tactic double the casting time making AOE heals 5 sec. After that you can carry on with single punt and AOE punt to interrupt all others not affected by pull or landmine which might be other casters. In addition you can use the AOE Knock down you have by exploding your turret. Effectively you destroy the back line that supports the melee train. Then combine all those interrupts accordingly.

As you move into position you can through your napalm at the melee line. Damage is not important. What is important is that they will dodge you due to your low ballistic skill and then they will all get -15% dodge, block and parry thus assisting your main WB to deal more damage.


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