****** STILL WORK IN PROGRESS - got bored of editing a TXT*****
Introduction
It has been quite a while and quite a few things have changed, so in light of having actual new players in the game I'm endeavoring to compile a fully up-to-date engineer guide, both froob and and beyond. My main has been an engineer since 2009 and I played it predominantly ever since.
It is by no means intended to replace Muha's magnum opus, and I would say it is mostly accurate, but at the same time very out of date in many areas. So I recommend checking both guides, but whenever there is conflicting information, I'd recommend to take this guide's advice.
The role of the Engineer
Why pick engineer? Well the correct answer is that because it is fun. Do not pick it for any other reason. If YOU think that engi is your thing, then pick it.
Engineer is a pet profession. Unsurprisingly that means that most of the time you will be controlling a single pet (froobs) or two pets (expansion). Engineer is a combat-oriented, high DPS, team support profession with an affinity for tradeskilling (crafting). Compared to the other pet professions, the Metaphysicist and the Bureaucrat, Engineer is more of a "tough guy" combat profession and less support.
Engineers start out as one of the best solo professions (the robot is a great tank, holds aggro and hits hard), but that ability diminishes around level 150. In the endgame (both for froob and expansion) Engineer takes a lot of skill to solo in PVM. In team situations, it is one of the highest DPS professions with tools and abilities that make the whole team tougher.
In PVP, Engineer is a formidable contender, its unique set of tools require a different approach to defeat it, but in turn it also takes a lot of skill to utilize your strenghths to beat others. However it is team/mass PVP where this profession truly shines. It's toolset makes the Engineer an exceptionally useful member in PVP teams.
Engineer is second most capable tradeskiller as a froob (following the Trader) and on par with the Trader as an expansion player.
Engineer nanos
This section will not aim to cover all nanos, but to give a few details on the most important nanolines. I will also be mentioning the changes that came with the 18.7 patch.
Targeted buffs
- Gift of Assurance: It is a moderately useful nanoline, the big armor class buff reduces the damage you take from mobs after all. On the other hand it is a massive NCU hog, and you will find that people quite often shout at you for spamming their NCU. Can be cast on pets too.
- Rapid Weapon: A nice init buff line, but most people will consider it NCU spam. Useless on pets as it buffs ranged init only.
- Entropy Weapon: While not the best engi damage buff, this one is not self-only and can be cast on pets.
- Plasma Shield: Almost completely useless line, a huge NCU hog with very little benefits.
Self-only buffs
- Boosted Tendons: a self-only nano and is quite useful due to its init buff part. With the other init buff, you can 1/1 the engi pistols at full def without a single IP spent on Ranged Init. at lvl 220.
- Engineer Composite Specialist Tradeskills
The top nano is very nice, giving a big boost to tradeskills. It does not stack with any other buffs (including Philosopher's stone!) for the affected tradeskills.- Isochronal Sloughing Assault Shield
The signature engineer nano line and probably the most useful one: blockers nullify non-perk attacks up to a certain number. Since 18.7 the top nano gives 9 special blockers and 1 normal attack blocker, making this line useful in PVM as well (in PVM only the normal attack blocker works). The 'Isochronal' nanos refresh blockers every 30 seconds, while the froob-friendly ones have to be recast once they get used up. Only the top nano gives the normal attack blocker.- Slayerdroid Transference: This nano morphs the engineer into a white slayerdroid. A nice novelty nano, that makes the MA engi viable. Since the 18.7 patch it gives 400 Martial Arts, 50 Brawling, 50 Fast attack and 50 Multi Melee. Because of the special melee attack buff, it can be useful for twinking as well.
Team special attack absorbers
Top nano: Improved Isochronal Sloughing Combat Field
The team version of the above nanos, they are insanely useful in team PVP. Since 18.7 top nano gives the team 4 special attack blockers and 1 normal attack blocker, making engineers much more desirable in PVM than before the patch (while nerfing its power in PVP). The 'Isochronal' nanos refresh blockers every 60 seconds, while the froob-friendly ones have to be recast once they get used up. Only the top nano gives the normal attack blocker.
Beacon Warp and Team Beacon Warp
Taxi please! The nano warps team members to the engineer as long as both the engi and the team member is on RK. A few dungeons on RK (notably TOTW, IS and Tara) prohibit warping. While amazingly useful especially for tower wars, it is also hilarious if you warp people to hostile places ;)
Engineer friendly auras
These are multiple nanolines that technically are in the same line, so you can run only one of them. They buff yourself, your team members and your pets as well. Arguably the most useful is Sympathetic Entropy Infusion which gives a small damage boost, or maybe Sympathetic Fortress Screen if you need that extra AC at low levels, maybe Sympathetic Reactive Cocoon if you duel versus shades, but Sympathetic Plasma Shielding is definitely useless.
Engineer hostile auras
These nano lines do not stack with each other (highest stacking is the reflect ripper line). Interestingly, the debuff component of the nanos and the aura components are in the same nanoline which means, that as long as you have the NSD aura running, you are immune to the blind aura of hostile engineers. You will not be immune to hostile NSD though.
While the aura projects the hostile component automatically, you have to "spam" the aura nano, beucase the projection only happens every 20 seconds. Despite checking for 100% nanoresist, it lands quite easily because aura type nanos check nanoresist differently. This is true for the other hostile auras as well.
Reflect ripper line
Top nano: Null Space Disruptor
The real reason of PTSD for soldiers. The top nano reduces reflects by 48% which are the primary defenses of soldiers and secondary defenses of NTs, engis and many others. Almost useless in PVM, because bosses like The Beast, Urquhart the Absorber, Ground Chief Aune, The Nightmare Phobettor etc. are immune to this effect (and even if the aura nano lands on them, they usually have 200+ reflects). It is also the leading cause of unwanted PVP flag for engineers.
Blind line
Top nano: Disruptive Void Projector
It is a hostile aura that reduces attack rating by a large amount (-1210 AR for the top nano) as well as blinding nearby targets. However it breaks on a leet sneezing on the other side of Rubi-Ka. Breaking means that the debuff gets removed on taking damage, nano casting etc. with 100% chance. In practice however, the nano can sometimes stick on the target for longer, but usually never more than a few seconds. Still, this is one of the few crowd control nanos for engineers. If you go solo and aggro adds, this is how you survive. It is insanely useful to keep the tank alive in case too many adds are pulled (especially in alien sectors). Make sure you spam the blind after the enf casts mongo, because the taunt removes the blind effect.
Does not stack with the other hostile auras and has the lowest stacking order. The debuff component does not stack with NT blinds, in fact it removes them from the affected mob.
Shield damage reducer
Top nano: Disruptive Retributive Negator
Reduces shield damage by the amount. NOT PERCENTAGE. The top nano reduces shield damage by 61 points. Wow. I judge this nanoline useless. Does not stack with other hostile auras and has the second highest stacking order.
Pet heals
Top nano: Master's Repairs AND A Maker's Touch
Since 18.7, Master's Repairs heals BOTH pets (no targeting needed) by 10% got its own cooldown, so the second best heal can be spammed (recharge was reduced to 1.00s) while the 10% heal is on cooldown. These two heals combined are an amazing boost to engineers' solo potential and soldiers can no longer take revenge on your dog.
Pet AOE snare buffs
Top nano: Intrusive Aura of the Slave
These nanos can be cast on both pets, giving them a snare aura which is useful as a form of crowd control in PVM and occasionally in PVP. Ironically it is most useful versus other engineers. More importantly however, it gives an additional attack rating buff to the pets (130 for the top one). Can be removed by the Intrusive Aura Cancellation nano.
Formula 22
It is a seemingly small initiative buff for pets, but that is all what you need to make pets cap their attack speed combined with the trimmer effects. Therefore it is a must-have. Since 18.7 it also makes your pets gain more aggro. Since the aggro buff is flat, more attacks means more aggro. Since the dog attacks faster than the KFC bot, this nano makes the dog more susceptible for taking unwanted aggro than before. Why it buffs ranged and nano init is a mystery though.
Pet defensive nanos
Top nano: Advanced Software Hacking Shielding
Makes the pets harder to mezz and charm (though this effect is barely noticable), gives some AC buffs and the 300 AAD makes it a little harder for mobs to crit pets. Not really worth using in PVM because you have to buff your pet NCU to fit this in.
Pet AR and damage buffs
Top nano: Omni-Pol Pacification Logic System
The best pet buff, it significantly increases pet attack rating (446 for the top nano). Because pet "weapons" do not have MBS (their weapon damage scales with attack rating indefinitely), this nano does not make them land hits more frequently but also increases their damage significantly. The nano also buffs AAD and root/snare resist a bit, but that is negligible. The non-shop nanos are dyna loot only.
Pet Snare/Root Resistance Buff
Top nano: Coherent Polarized Screening
Gives nano resist and a large (65%) snare and root resist. Theoretically your pet can have 77% root resist, in practice you will notice it works only around 30% of the time. Still quite good. Dyna loot only.
(Improved) Shield of the Obedient Servant
The improved one gives 280 attack rating to pets and 150 additional damage on top of that. Very good nano. 18.7 increased its duration to 10 minutes and one cast casts it on both pets. The smaller version drops from the Obedience Enforcer.
Pet debuff removers
Pet Cleanse: removes almost all debuffs and crowd control from both pets. After 18.7 this nano fills in for the removed HHAB ring effect. It has a 3 minute cooldown. An absolute must-have.
Pet Attention: removes root, snare and mezz from pets, can be spammed. An absolute must-have. Makes other reducer nanos useless.
Pet Steal Back: removes charms from pets. Even if you steal back the pet from the annoying crat, they will return without buffs. How annoying. Also has 20m or 10m (improved) cooldown. Meh.
Pet proc nanos
Master's Bidding: a 25% chance proc for 3335 cold damage. Since it works only in PVP, the actual damage is 1668. In my experience it it does not trigger on every 4th hit, even though the database says so. Still, it is extremely useful in PVP, especially vs evader profs.
Sedative Injectors: introduced in 18.7, gives an 5% chance for pets to proc a -1200 runspeed snare. Since it does not stack with Master's Bidding, this nano is useless in PVP. Has no real use in PVM either.