Wildstar Engineer Guide 2017

The Engineer is a class capable of filling the DPS or Tank role. Their primary attack is a rocket launcher, which builds Volatility to use other abilities. Engineers build bots of various uses, such a repair and artillery. No engineer is complete without their very own Exo-Suit, protecting them from death and destruction, guaranteed.

Lore

Since the dawn of civilization, those with a flair for repair have been cruelly abused by the mechanically disinclined. Swindled and verbally abused, their generous labors were more often rewarded with derision and disrespect than formal currency.

But then mechanic Adler Zolpwald was famously stiffed for his gasket lubrication fee by Darkspur Cartel boss Ando "Half-Brain" Mookle, who then firebombed his garage, encased his feet in cement, and had his thug-bots toss him in the river. Fortunately for Zolpwald and the future of engineering, Mookle was a simpleton and the river he had chosen was only ankle-deep, and the cement rubber.

From the smoldering ashes of his livelihood, Zolpwald hammered together the first ever Bruiser-Bot Mk I out of barber poles, skeletons, and a waffle-iron. Confronting Mookle and his gang in a local precious glassware shop, he delivered a now forgotten speech on the merits of justice. The resultant carnage served as a rallying flag for rivet enthusiasts everywhere.

wildstar helmet

Within centuries every garage in the galaxy resounded with the righteous clatter of servitor construction. Virtually overnight, innovations like indestructible Exo-Suits and missile launchers went from unnecessary to science fact. Despite humble beginnings, Engineers have evolved into the pre-eminent destructive AND constructive force in the galaxy. Hardly ever before has the concept of welding inspired such dread.

DPS stat priority

Strikethrough to 17%, or a little over > Multi-Hit Chance > Vigor > Critical Hit Severity > Critical Hit Chance

With the [True Strike] gadget which provides 2.5% Strikethrough and an Esper or Stalker providing 5% in a raid, 17% will overcome the highest Deflect Chance of a mob, which is 24.5%. Any additional Strikethrough that exceeds a mob's Deflect rate is converted into Armor Pierce, which is not needed.

Due to the in-combat buffs that Engineers receive to Multi-Hit Severity, Multi-Hit Chance provides the best DPS output after Strikethrough at cap.

AMPs

  • Assault
  • Hybrid A/S
  • Support
  • Hybrid S/U
  • Utility
  • Hybrid A/U
Name Tier Power Cost Description
Explosive Ammo 2 4 Landing a critical hit deals an additional 0 technology damage to the foe and 4 foes within 6m. Can only occur every 1.00s.
Unstable Volatility 3 6 Landing a hit with direct damage applies 1 stack of Unstable Volatility. Reaching 5 stacks of Unstable Volatility deals 1 damage.
Harmful Hits 2 4 Landing a Critical Hit grants an Empower for 5.0s.

Empower: Increases Critical Hit Chance by 9%.
Volatility Rising 2 4 While between 30 and 70 Volatility gain 7 Volatility every 1.5s.
Shrapnel Rounds 2 4 Landing a hit will deal an additional 0 damage every 2.0s for 6.0s. Can only occur every 6.00s.
Cruisin' for a Bruisin' 3 6 When your attack is deflected, gain an Empower. Can only occur every 10.00s.

Empower: Increases Critical Hit Chance by 20% for 5.0s.
Extra Hurtin' 2 4 While between 30 and 70 Volatility gain an Empower.

Empower: Increases Armor Pierce by 15%.
Critical Hit Severity I 1 1 Increases Critical Hit Severity by 4%.
Critical Hit Severity II 1 1 Increases Critical Hit Severity by 4%.
Critical Hit Severity III 1 1 Increases Critical Hit Severity by 4%.
Assault Power I 1 1 Increases Assault Power by 2.5% of your current maximum.
Assault Power II 1 1 Increases Assault Power by 2.5% of your current maximum.
Assault Power III 1 1 Increases Assault Power by 2.5% of your current maximum.
Critical Hit I 1 1 Increases Critical Hit Chance by 2%.
Critical Hit II 1 1 Increases Critical Hit Chance by 2%.
Critical Hit III 1 1 Increases Critical Hit Chance by 2%.

Abilities

  • Assault
  • Support
  • Utility
  • Innate
Name Unlock Description
Pulse Blast 1 25 | 20 physical damage to 5 foes and generate 15 Volatility.

Foes down the middle of the blast take more damage.
Electrocute 2 Deal 20 technology damage to 5 foes every 0.5s.
Quick Burst 9 Deal 50 technology damage to 5 foes.

Usable after landing a Multi-Hit.
Artillerybot 4 Create an Artillerybot that deals 13 physical damage to 1 foe every 2s. While active, you gain access to Barrage.

[Bot Ability] Barrage: Deal 11 physical damage to 10 foes within a 10m targeting field every 0.5s for 3s.

Two bots can be active at one time.
Energy Auger 22 Deal 19 physical damage to 5 foes and create a 30m field for 3s.

Foes inside the field take 3 technology damage every 0.5s.

Allies in the field gain a Swiftness: Increases Movement Speed by 100%.
Bolt Caster 8 Fire 3 shells that each deal 20 physical damage to 1 foe.
Unstable Anomaly 24 Fire an orb that detonates upon hitting a foe or reaching the end of its path.

The detonation deals 28 technology damage and applies a Wound to the target and 4 foes within 5m.

Wound: Reduces incoming healing by 30% for 6s.
Target Acquisition 16 (AMPs) Deal 22 technology damage to the targeted foe and 4 foes within 6m every 0.5s. Generates 30 Volatility.
Mortar Strike 12 Fire an energy mortar that detonates upon impacting a foe or reaching maximum range.

Detonation deals technology damage to the target and 4 foes.

Deal 82 damage to foes within 3m of the blast and 41 damage to foes within 6m.
Bio Shell 14 Fire a projectile that detonates upon impacting an enemy or reaching its maximum range. Generate 30 Volatility.

Detonation deals 52 physical damage and applies an Expose to the target and 4 foes within 6m for 7s.

Expose: Reduces Technology Mitigation by 6%.

Engineering Leveling Build

1-24

At the beginning your just spamming pulse blast until your over 30 volatility and the using Volatile Injections(VI) and elctrocute till dead or fall back under 30 volatility

25-45

after 25 you dash until you get 30 volatility then VI and Bio-Shell and continue to use electrocute any additional ability points you want to put in Bio-shell, Electrocute, Arti Bot, and VI

Beginning 50

For single target fights switch out Electrocute for Bolt Caster

You will notice the LAS is the same the entire time except your builder mainly because this gives you the best set up for having multiple interrupts as in Bruiser Bot, and Zap, as well as defense in Personal Defense Unit (PDU). This is just what I used personally once you get full ability points and amps at 50 there is a lot of maximization that can happen to improve dps.

Help Leveling Build From 17-50+

As your first time playing an engineer - I would just recommend, keep pulse blast on your bar all the way as you level, then use electrocute to spend volatility. Bio shell (tier 4 for the insta cast) is great to pick up, and should be your first tier 4 imo.

Other skills to use will be volatile injection, bruiser bot (15 sec interrupt... yes please), arty bot, and if you want some extra survivability you can put on personal defense unit.

As for amps - reckless dash and volatility rising are both good to get sustained volatility. (but ultimately it comes down to how much you love/hate pulse blast)

Outside of that, you should be good to pick whatever you want... 'keep on truckin' might be useful, but I've never used it and don't know how much it will actually impact... so I would personally just start picking up assault amps after those first two I mentioned.

(Not quite a guide you were looking for, but some pointers)

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