~ Contents ~
- Introduction ~
- Skills ~
- Personal Build
- Pve
- Hybrid
- Duck Master
- Personal Build
- Equipments ~
- Armor Combination
- Armor Suffix
- Equipment Potential
- Accessories
- Accessory Potential
- Heraldries Suggestions ~
- Stat Heraldries
- Skill Heraldries
- Personal Heraldries
- Additives ~
~ Introduction ~
Engineer is the physical branch of the
Academic class. They specialize in summoning various towers, ducks and
further improving Alfredo's capabilities. Although Engineer is a
summoner class, she still has some skills than can help defend herself.
Gearmaster is specialized more in Mecha Ducks and towers. She gains a
brand-new tower and harnesses the power of ducks to vanquish her
opponents.
Pros:
- Great offensive capabilities. Engineers are good damagers if your tower setup is proper.
- Alfredo got brand new skills that could help provoke enemies and help you reduce damage inflicted to you and your party members.
- Ducks are good source of DPS especially if you have 3 summoned on the field and all are targeting the same enemy.
- Engineers are remote DPS meaning their summons can still deal DPS while she's far from harm
Cons:
- Academics
are naturally squishy. Only thing that could make your survival high is
a good sense of dodging and Transitional Damage.
- Lacks
necessary AoE. The biggest AoE skill Engineers got is Biochemical
Missile, aside from that, wandering ducks doesn't make up for that.
- Tower attacks has delay on them so don't expect that towers will immediately attack opponents the instant they appear.
- Engineers
don't got much dodging skills to give them some range from your targets
which is somehow limited to Dodge + Rocket Jump or using Wax.
- It's
hard to admit but Engineers are quite AI/Summon dependent. Without
towers and ducks, you lack necessary fire power and it will be more
frustrating if your summons are targeting different enemies or wandering
around the map.
~ Skills ~
In this section, I will explain Academic
> Engineer > Gearmaster skills and explain how we can use
it in the field and some effects.
- Academic -
~ Quick Shot - Fire 3 continuous bullets. Low-Med SA break if all 3 bullets hit the target.
~ Air Shot - First part of this skill is an
upward swing that could lift opponents, if left-click is pressed, it
will trigger a blast also can lift opponents. Upward swing has Low-Med
SA break while if both hit connects, has Med-High SA break.
~ Spanner Smash - Right-click to use this skill. Will transform cannon to a big-ass monkey wrench to whack enemies back. Very Low SA break.
~ Magnifier Attack - Right-click on knockdowned opponents to use this skill.
~ Million Weight Hammer - Transform cannon to a big-ass hammer to whack enemies and send them flying. Only works for stunned enemies.
~ Force Out - Use jedi powers within to push enemies away.
~ Air Bomb - While in mid-air, drops a grenade and gives you a VERY short flight time. Can flinch enemies hit with the grenade.
~ Napalm Bomb -
Throws a grenade and summon a short stream of fire to damage and push
enemies back. Can inflict "Burn" status. Fire Element. Very Low SA
break.
~ Stun Grenade - Throws a grenade that explodes on contact. Has stun chance based on the skill level.
~ Wax - Puts down a waxy substance to
increase you and your party's running speed for 5secs while enemies have
a chance to slip on Wax. Putting more SPs in it increase the reduces
the cooldown and increase the enemy slip chance.
~ Dodge - Summons a weird-looking
helicopter that helps us cover some grounds. One of the skills that has
an iframe. (Why the hell can't this minicopter make us fly or atleast
make us glide for more than 2secs )
~ Circle Bomb - Stands up then quickly throw a grenade on the ground to blast away enemies. Has iframe.
~ Bubble Bubble - Shoots out a blue bubble
that has different effect on whether an ally or enemy is hit. If an ally
is hit, it will serve as a barrier buff that absorbs damage based on
the skill level, if an enemy is hit, it will serve as a binder for a
short duration. Has a very small AoE than can buff/bind a group.
~ Summon Alfredo - Summons our trusty robot, Alpedo. His HP is based on the Academic's VIT.
~ Recall Alfredo - Immediately teleports Alpedo to our side. A free skill obtainable when getting Summon Alfredo skill.
~ Aerial Evasion, Physical Mastery, Mental Mastery, Mind Conquer -
Passives that raise Max HP, max MP or MP regen rate. Aerial Evasion
lets us return our grounds while being mid-air. Mid-air only skills can
be used after using Aerial Evasion.
~ Auto-Dispenser - Our Lv35 free skill. Summons a mini-dispenser that will give out random type of food.
- Engineer -
~ Ping Pong Shot -
Fires a small projectile infront that bounces 8 times when it hits an
enemy. It will only bounce if there is three or more enemies present and
in range but it will hit twice if there's only one enemy. Projectile
will disappear if it hits a wall or any environment element. Low SA
break
~ Mine Thrower - Fires a mine grenade up in
the sky and will spray several shards. The initial mine will get
cancelled if it hits an environment element(ceiling, etc.). Low-Med SA
break
~ Biochemical Missile -
Fires a nuclear missile. Target Aoe is marked with a big clockwork
circle. Inflicts -15% Elemental Resist and -30% Critical Resist. Skill
will not hit the prefered area if it hits an environment element(if
there's a wall at the center of the aoe area or you are under a bridge).
Med-High SA break
~ Rocket Jump - A skill that gives you a
bit of a distance. Can be used as a hotkey skill or after using Dodge.
Low SA break if only one part hits, Med SA break if both part hits.
~ Confusion Explosion - Drops a grenade on where you originally used Dodge. Can be used after using Dodge. Very Low SA break
~ Gravity Grenade - Throws a grenade that explodes to a mini-blackhole that has a suction effect. Dark Element. Low-Med SA break.
~ Alfredo Stomp - Alfredo Skill. Alfredo
stomps a the ground and enemies around will take damage. Has a Provoking
effect within 8m aroung Alfredo. Can be toggled on/off.
~ Alfredo Berserker - Alfredo Passive Buff. Alfredo buffs himself that boost his own attack, defense, and movement speed.
~ Transitional Damage -
Alfredo Buff. Buffs nearby allies. A portion of the damage from the
allies with Transitional Damage buff will go to Alfredo. Percentage of
the absorbed damage is based on the skill level.
Side Note: To use this skill, Alfredo must be in battle mode before this skill will work.
~ Alfredo Hurricane - Alfredo Passive Skill. Enhance Alfredo giving him the ability to attack like a lawn-mower blade.
Note: Alfredo Berserker and Hurricane are summon passives, meaning it will automatically refresh after Alfredo is re-summoned.
~ Demolition -
Shooting Star ultimate. Transform cannon to a big-ass magnum-like gun
that has 2 main attacks, Normal Spray(left-click) and Charged
Shot(right-click).
Side Note: If Charged Shot is used, it will
immediately cancel out the stance. If the stance counter expired while
you are charging, it will be cancelled.
~ Mecha Duck -
Summons our trusty Mecha Duck. Without any skills learned, only deals
melee damage. Mecha Duck's HP is based on the 70% of our own HP. Can
only summon up to 3 Mecha Ducks. Initial summoning acts as a projectile.
~ Mecha Shock - Mecha Duck Passive Skill. Gives Mecha Ducks the ability to use lightning shocks. Can inflict "Shock" status. Light Element.
~ Mecha Siren - Mecha Duck Passive Skill. Gives Mecha Ducks the ability to use a siren to inflict damage. Can inflict "Silence" status.
Note: Mecha Shock and Siren are summon passives,
meaning each ducks don't share cooldown. Each duck got individual set of
passive skills with different cooldown.
~ Mecha Bomber -
Mecha Duck Active Skill. Turns Mecha Ducks into suicidal ducks, blowing
up to the nearest target then can seek. Mecha Ducks don't disappear
after blowing up.
~ Gatling Tower -
Summons a tower that possess two gun barrels and damaging enemies
infront. Bullet shots pierce through target and has a fixed range.
~ Cannon Tower - Summons a tower that possess a cannon. Only limited to 4 shots. Shots explode immediately on contact.
~ Ice Pump Tower -
Summon an ice machine. Target is only limited to 3 and shards fired are
by sets of 3. Icicles have small AoE and shots will disappear when it
hits environment element. Inflict "Slow Freeze" status and "-Ice
resist". Ice Element.
~ Sky Line - Gear Master ultimate. Calls a barrage of ducks to attack a specific area.
~ Flash Grenade - When staggered, drops a grenade that emits a flash that could stun enemies nearby.
- Gear Master -
~ Mecha Duck EX -
Enhance Mecha Duck. Gives the power to shoot out fireballs. Increase
Mecha Duck's overall SA and Movement Speed. Increase shell/impact
damage.
~ Chainsaw Tower - Summon a tower with an electric saw and damages enemies infront. Saw projectiles pierce through group of enemies.
~ Big Mecha Bomber - Summons a giant fat duck then explodes when tossed. Has 3 stages.
~ Mecha Shock EX -
Enhance Mecha Duck's Shock skill. Increase the damage output and Aoe of
the electricity. Just like Alfredo Stomp, Shock EX also now do
Provoking effects.
~ Mecha Siren EX - Enhance Mecha Duck's
Siren skill. Increase the damage output and Aoe of the soundwave. Gives
Mecha Ducks a speed buff for 9s when used.
~ Personal Build ~
These builds are based on my own personal
build. Please don't copy my suggestions blindly because they are
customized based on my playing style which might not always suit with
yours.
Note: Even with the revamped 107 Engineer SP limit, I can hardly make use of it so I didn't change my suggested builds.
Pure PVE Build:
-This build emphasize on the highest DPS skills and cutting any Pvp-related skills like Flash Grenade and Bubble Bubble.
Hybrid PVE/PVP Build(mostly inclined to PVE)
-A bit modified
build based on the Pure Pve. This gives a bit of Pvp capabilities
although this build leans towards more to Pve performance.
Duck Master
-Gives emphasis on
your duck's capabilities. Using this build, you are very duck-reliant
and will suffer loss of DPS when you got no ducks on field.
Personal Build
~ Equipment ~
For the equipment selection, I will only discuss Lv60 sets in armor/weapons.
Armor Combinations
For Lv60 sets, our main choices are Great Ancestor, Dangerous Desire, Honourable Trible and Twisted Obsession.
It's not necessary to mix n' match anymore since having full set of
Great Ancestor gives the most FD bonus while Dangerous Desire gives the
most Physical Attack bonus and so on. Only mix your set with other parts
if you're aiming for more HP(2 parts HT) or Critical(2 parts TO) but
your main set will be either GA or DD
For Full FD build, suggested set would be:
- Full Great Ancestor set - gives the most FD bonus
- 5-part
Great Ancestor armors with L-GDN weapons - gives lower FD bonus but you
gain relatively higher Patk because of the L-grade weapons
For poor man's FD, suggested set would be:
- 4-part
/ 5-part Dangerous Desire armors with Bloody Fighter's weapons - this
is good if you want to build a bit of FD but don't have the fund for
Great Ancestor. For 4-part DD armors, use an over-enhanced Gebera Tunic
so you can build up HP too.
For raw Physical Attack, suggested set would be:
- Full Dangerous Desire set - gives the most Patk bonus for epic sets
- 5-part Dangerous Desire armors with L-GDN weapons - gives the most Patk bonus of all.
For HP, suggested set would be:
- 5-part Dangerous Desire armors with Honourable Tribe weapons
Armor Suffix
Best suffix for Gearmasters are the ff:
- Wind for Beret, Tunic, Slacks, Shoes - Only used for the massive AGI stats it gives.
- HP for Cloak - This can be replaced by Will for effect-wise. HP for more HP bonus and it gives more AGI than Will.
- This
suffix combination gives the best damage output though you will lack a
bit of HP because you focused more increasing your damage capabilities.
- Wind for Cannon - Used for the AGI stats it gives and the on-hit effect which provides -% Critical Resist. Can be replaced by Destruction for more raw Physical Attack and Crit.
- Iron Wall for Loop - This is used for the on-hit effect which is a very good -25% Defense debuff.
- This suffix combination focuses more on supporting your party and your own DPS capabilities.
OR
- Wind for Cannon - Used for the AGI stats it gives and the on-hit effect which provides -% Critical Resist.
- Destruction for Loop - Gives more raw Physical Attack and Crit but the on-hit effect sucks.
- 2nd
suffix combination that gives the most raw Physical Attack (first would
be double Destruction but it's not a very good choice because it has no
supportive way that could further enhance your own DPS).
Equipment Potential
I will list down the best armor potentials you can aim for.
- For all armors, best potential combination would be: AGI / VIT / HP
- Although
some say STR / AGI / HP is better because they give you more damage,
I'm willing to sacrifice that damage increase for more HP/survivability.
- For weapons and loop, best potential would be: Physical Attack / AGI / Crit / MP Recovery
If you can get Physical Attack / AGI / STR, that's fine too, as long as you got Physical Attack and AGI in the same combination
Accessories
Note: For non-set & non-skill accessories(e.g. Red
Rose/Lyrica), only get 2-stat accessories for earrings and necklaces
because they give the most stats unlike the 3-statted ones. For rings,
always look at the stat given, always get the ones with AGI whether
Destruction or Fatal rings.
For those people with really no budget. When you have no gold to spend
on Lyrica accessories or High Grade Diamond codes, you can use this as
an alternative to farm gold. This is only good for a while but you
really need to replace them.
- Fatal Kara rings x2
- Wind Kara necklace & earrings
For those
with decent budget. Using non-skill accessories is the 2nd preferable
option if you don't have the cash to create skill accessories.
- Destruction Lyrica rings x2 - AGI stat
- Wind Lyrica necklace & earrings - AGI & VIT stats
For those with good budget and decided to stack up raw Physical attack. Only good as a set.
- Dangerous Desire Accessories.
For those
with massive budget and going FD. Although Apocalypse Accessory
Combination gives a fair amount of FD, gives you so little stats that
it’s not worth the FD. Only good as a set.
- Great Ancestor Accessories
If you're planning to get skill accessories,
For the necklace & earrings. aim for the stat bonus with the highest AGI
For the rings, aim for the highest Physical Attack bonus.
These are the skills worthy to make skill accessories:
- Auto-Dispenser
- Transitional Damage
- Ping Pong Bomb
- Mecha Bomber
- Chainsaw Tower
- Wax
- Big Mecha Bomber
Accessory Suffix
I will list down the best accessory potentials you can aim for.
- For necklaces & earrings, best combination would be: AGI / VIT / HP
- For rings, best potential would be: Physical Attack / AGI / Crit / MP Recovery
- If you can get Physical Attack / AGI / STR, that's fine too, as long as you got Physical Attack and AGI in the same combination.
~ Heraldry Suggestions ~
Stat Heraldries
These are the basic plates you'll be using
- Wind
- Fatal
- Destruction
- Life
- Vitality
- Ultimate (if you can afford)
The other 4 plates will be up to you. I'll list some of my suggestions for Pve:
- Energy - for MP regen, because T4, Engineers now burn quite the MP unlike T3.
- Shining
- Tent
- Bear
Skill Heraldries
These are the important skill plates you must have.
- Ping Pong Bomb Damage
- Chainsaw CD
For DPS/damage-oriented players, suggested plates would be:
- Ice Pump CD
- Mine Thrower Damage
- Stun Grenade Damage
- Big Mecha Bomber Damage/CD - either of the two is fine.
- Mecha Bomber CD
- Sky Line Damage
- Mecha Duck CD
- Cannon CD
For support-oriented players, suggested plates would be:
- Transitional Damage CD
- Wax CD
- Mecha Bomber CD
- Biochemical Missile Debuff Duration
Note: You must always
have 2 Tower CD plates in use, so one is Chainsaw CD plate while the
other one could either be Ice Pump or Cannon CD plate
Personal Plates:
Pve plates are:
- Ping Pong Bomb damage
- Ice Pump Tower CD
- Chainsaw Tower CD
- Mecha Duck CD
Additional 3 heraldry slots will be:
- Big Mecha Bomber Damage
- Transitional Damage CD
- Mecha Bomber CD
Source