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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6 Engineer Captain's Playbook
02-25-2011, 01:35 AM
/groan You had to pick the one class that doesn't have the damage of a tactical captain, nor the Holy Book of Exposes that a science captain can preach from, didn't you? No matter! You can still dominate! You have Phaser Turret 3!

There are two kits. Equipment Technician features two competent exposes, Fuse Armor & Weapons Malfunction, and also includes the only shield heal in the game, Shield Recharge. The other choice is Bunker Fabrication. Bunker Fabrication gives you a phaser turret as well. But the real winner on Bunker Fabrication is Force Field Dome, which keeps enemies out of your forest!

Engineer Captain's Playbook (legend):

Mist Redwood: (video by @gongo88)
Kit: Bunker Fabrication
Turret x4
An all-out defensive. Deploy all 13 turrets from ~40m away, and then pull. Only you can prevent forest fires. Not recommended with all the mob powers that ignore shields.

Safety Mist Pine:
Kit: Bunker Fabrication
Turret x3
Medic
Deploy all 10 turrets from ~40m away. Deploy the Force Field Dome in the forest just before the pull. Then pull. Profit. And remember: Only you can prevent forest fires.


Snow Mist Willow:
Kit: Bunker Fabrication
Turret x2
Medic
Shield
The more turrets you take out of your group, the slower combat will go. But you also last longer against oncoming damage from hostiles, especially since this group has six heals. This play is not recommended, but may be necessary depending on circumstances.

Eng Inferno:
Kit: Equipment Technician
Exposer x4
An all-out offensive, with only your [Large Hypo] and Shield Recharge to save you. Not recommended.

Eng Safety Inferno:
Kit: Equipment Technician
Exposer x3
Medic
You can put together a first-rate expose team as an engineer, but a science captain does it just a little bit better.

Snow Ember:
Kit: Equipment Technician
Exposer x2
Medic
Shield
The more exposers you take out of your group, the slower combat will go. But you also last longer against oncoming damage from hostiles, especially since this group has seven heals. This play is not recommended, but may be necessary depending on circumstances.

Whiteout:
Kit: Equipment Technician
Medic x2
Shield x2
Whiteouts stop all activity, including your own. This play has nearly no offense whatsoever and should only be used in extreme circumstances. Crouch, set your CAMT for every enemy you try to kill, and pray.