Difference between revisions of "Engineer (LWR)"
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==Sample Builds== | ==Sample Builds== | ||
+ | |||
+ | ===Grenadier=== | ||
+ | |||
+ | The Engineer excels in putting out pinpoint explosive firepower, this build accentuates that. This build sacrifices support versitility or fire support to improve the effectiveness of the Engineers explosives. Grenadier is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. HEAT warheads, Tandem warheads and Fragmentation improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. Packmaster grants the Engineer an addition grenade per item, potentially granting the Engineer up to three uses per different grenade type equipped. | ||
+ | |||
+ | This build is reliant on the Engineer having explosives, once the Engineer uses all their grenades, they become a mediocre shooter who can repair mechanical units. | ||
+ | |||
+ | This Engineer build can make an effective Arc Rifle user to help counter mechanical threats, as well as Grenadier helping keep the Engineer away from the frontline. Alternatively this Engineer build can make an acceptable secondary Stun Rifle user, at the cost of a item slot which could carry more grenades. | ||
+ | |||
+ | Sample Grenadier Build: | ||
+ | ''Grenadier -> HEAT Warheads -> Tandem Warheads -> Master Mechanic -> Packmaster -> Fragmentation.'' | ||
+ | |||
+ | {{Ability List Display | ||
+ | |level1={{Grenadier (LWR)|align=center|topbotpad=7}} | ||
+ | |level2={{HEAT Warheads (LWR)|align=center|topbotpad=7}} | ||
+ | |level3={{Tandem Warheads (LWR)|align=center|topbotpad=7}} | ||
+ | |level4={{Master Mechanic (LWR)|align=center|topbotpad=7}} | ||
+ | |level5={{Packmaster (LWR)|align=center|topbotpad=7}} | ||
+ | |level6={{Fragmentation (LWR)|align=center|topbotpad=7}} | ||
+ | }} | ||
+ | |||
+ | Notes: Packmaster can be replaced with Sapper, Sapper significantly increases grenades environmental destructive capabilities. | ||
+ | |||
+ | Recommended Equipment: HE Grenades, AP Grenades, Alien Grenades, Arc Rifle or Assault Rifle. | ||
+ | |||
+ | ===Support Specialist=== | ||
+ | |||
+ | This build eschews the explosive lethality of the Engineer for a dedicated support Engineer. This build focuses on improving the Engineers use of support grenades such as Smoke, Concussion or Acid grenades. Smoke and Mirrors gives the Engineer an additional use of support grenades and increases their throw range with them, Dense Smoke significantly improves the defensive utility of Smoke Grenades, with Smoke providing +50 defence, providing a significant bonus to defending against psionic attacks and preventing explosive damage within the smoke. Holo Rounds gives the Engineer the ability to assist the rest of the squad in hitting a target when the Engineer is not using a support grenade. Packmaster simply gives the Engineer more uses of their grenades, and Extra Conditioning improves the survivabilty of the Engineer. | ||
+ | |||
+ | Unlike a pure Grenadier build, a Support Engineer can still retain some utility once they have exhausted their grenades via their usage of Holo Targetting, which can continue to assist the team throughout the mission. | ||
+ | |||
+ | Sample Support Build: | ||
+ | ''Smoke and Mirrors -> Holo Rounds -> Dense Smoke -> Master Mechanic -> Packmaster -> Extra Conditioning.'' | ||
+ | |||
+ | {{Ability List Display | ||
+ | |level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}} | ||
+ | |level2={{Holo Rounds (LWR)|align=center|topbotpad=7}} | ||
+ | |level3={{Dense Smoke (LWR)|align=center|topbotpad=7}} | ||
+ | |level4={{Master Mechanic (LWR)|align=center|topbotpad=7}} | ||
+ | |level5={{Packmaster (LWR)|align=center|topbotpad=7}} | ||
+ | |level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} | ||
+ | }} | ||
+ | |||
+ | Recommended Equipment: Smoke Grenades, Concussion Grenades, Acid Grenades. | ||
</div> | </div> | ||
+ | |||
==See also== | ==See also== | ||
{{Soldiers (LWR) Navbar}} | {{Soldiers (LWR) Navbar}} | ||
[[Category: Long War Rebalance]] | [[Category: Long War Rebalance]] | ||
[[Category: Soldiers (LWR)]] | [[Category: Soldiers (LWR)]] |
Revision as of 11:02, 1 August 2020
The Engineer is specialized in supporting and fighting mechanical units and the use of grenades, with their starting Mechanic ability giving them 3 uses of Repair, and +1 penetration vs. mechanical units.
- Primary Weapons: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
- Class-Limited items:
Abilities
Rank | Ability | ||||||
---|---|---|---|---|---|---|---|
Specialist |
Mechanic
Removes corrosion from all adjacent allies after each action. Grants +10 aim against mechanical units. Grants 2 uses of Repair [Heal a mechanical unit for 4 HP]. If idle and adjacent to a mechanical unit: When that unit takes damage heal it for 25% of the damage taken. Repair
Heal a friendly mechanical unit for 4 of their missing HP. | ||||||
Lance Corporal |
Grenadier
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Grants 1.3 mobility. |
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use. |
Double Tap
Shooting or using burst allows this unit to fire an extra shot (at +25 aim/crit if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used. | ||||
Corporal |
HEAT Warheads
Explosives gain +6 penetration and double the application of any shred. |
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns. |
Critical System Targeting
Shots against autopsied mechanical units deal +50% damage and gain +2 penetration. Does not work with the Arc Rifle or Arc Pistol. | ||||
Sergeant |
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%). |
Dense Smoke
Smoke grenades grant an additional +30 defense (+60 defense total -- defense affects psi as well). |
Bullseye
Grants +25 aim and crit if shooting at 2AP or against a target on overwatch (double if both). | ||||
Tech Sergeant |
Master Mechanic
Increases the healing of repair by +3 HP. | ||||||
Gunnery Sergeant |
Sapper
Explosives deal +1 damage and double environmental damage. Grants +20% throw range. |
Packmaster
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. Grants +1 HP to healing from Restorative Mists. |
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon. | ||||
Master Sergeant |
Fragmentation
Explosives critically hit exposed targets, dealing 150% damage. |
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Stat Progression
Tactical Advice
Role: Offensive Support / Defensive Support
Engineers are a class largely based around items and special abilities, with their specialty being repairing mechanical units on the field. Their starting Mechanic perk allows them to repair mechanical units and dispatch mechanical threats more easily. Their Grenadier doubles their offensive grenade capabilities by lowering the AP cost of grenades to 1, and provides a throw range bonus. They can boost their offensive grenades further with Sapper. With perks such as Dense Smoke and Smoke and Mirrors, Engineers can also become extremely proficient with defensive grenades, such as smoke grenades, ghost grenades and concussion grenades, since the range bonus from Grenadier still applies.
As Engineers are mostly brought along for their consumable items, and therefore don't need high aim, they are great candidates to be your primary Psionic troopers or Officers.
Sample Builds
Grenadier
The Engineer excels in putting out pinpoint explosive firepower, this build accentuates that. This build sacrifices support versitility or fire support to improve the effectiveness of the Engineers explosives. Grenadier is when this build comes online, giving the Engineer extra grenades and the ability to throw them further. HEAT warheads, Tandem warheads and Fragmentation improve the effectiveness of explosives significantly and ensure they remain competitive against the ever increasing alien threat. Packmaster grants the Engineer an addition grenade per item, potentially granting the Engineer up to three uses per different grenade type equipped.
This build is reliant on the Engineer having explosives, once the Engineer uses all their grenades, they become a mediocre shooter who can repair mechanical units.
This Engineer build can make an effective Arc Rifle user to help counter mechanical threats, as well as Grenadier helping keep the Engineer away from the frontline. Alternatively this Engineer build can make an acceptable secondary Stun Rifle user, at the cost of a item slot which could carry more grenades.
Sample Grenadier Build: Grenadier -> HEAT Warheads -> Tandem Warheads -> Master Mechanic -> Packmaster -> Fragmentation.
Notes: Packmaster can be replaced with Sapper, Sapper significantly increases grenades environmental destructive capabilities.
Recommended Equipment: HE Grenades, AP Grenades, Alien Grenades, Arc Rifle or Assault Rifle.
Support Specialist
This build eschews the explosive lethality of the Engineer for a dedicated support Engineer. This build focuses on improving the Engineers use of support grenades such as Smoke, Concussion or Acid grenades. Smoke and Mirrors gives the Engineer an additional use of support grenades and increases their throw range with them, Dense Smoke significantly improves the defensive utility of Smoke Grenades, with Smoke providing +50 defence, providing a significant bonus to defending against psionic attacks and preventing explosive damage within the smoke. Holo Rounds gives the Engineer the ability to assist the rest of the squad in hitting a target when the Engineer is not using a support grenade. Packmaster simply gives the Engineer more uses of their grenades, and Extra Conditioning improves the survivabilty of the Engineer.
Unlike a pure Grenadier build, a Support Engineer can still retain some utility once they have exhausted their grenades via their usage of Holo Targetting, which can continue to assist the team throughout the mission.
Sample Support Build: Smoke and Mirrors -> Holo Rounds -> Dense Smoke -> Master Mechanic -> Packmaster -> Extra Conditioning.
Recommended Equipment: Smoke Grenades, Concussion Grenades, Acid Grenades.