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Warhammer Gold>>News2009 >> Warhammer engineer guide
Warhammer engineer guide

 

1.4 - Mastery Trees -
(Links to TTH Ability Lists. All credit to TTH for their work.)

Path of The Rifleman: This path focuses on long-range attacks, and taking your time with carefully aimed precision shots. A master of this path prefers to stand back away from the hectic front lines of battle, and dispatch his enemies quickly and cleanly from behind defensive cover.

Path of the Grenadier: This mastery is primarily focused on grenades and bombs, powerful explosives warhammer gold which may be quickly tossed into the middle of a fray to wreak havoc on enemies. While their effective range may be shorter than a gun's - after all, Dwarf arms aren't exactly build to throw for distance - grenades make up for this through sheer stopping power and swift arming times.

Path of the Tinkerer: A specialist in this path is concerned mainly with his deployable contructs, preferring to fight from near the safety of his turrets while he lays out his foes with swings of his heavy steel wrench. Master tinkerers have also been known to use additional deployable devices above and beyond turrets as well, and many are the Engineers who've been banned for life from a blacksmith's forge after trying to test and improve the heat thresholds of land mines.

1.4a - Mastery Builds -

Finally, the cream of the crop! This is where you will shine how you want to! ... Or at least, if you follow these, how I tell you do.

*All Links to WAR DB Mastery Builder*

The Grenadier

This Mastery build is focused on use of AoE through Grenades. Napalm is great for setting in the path of your enemy's, dropping on the doorway to a keep, or just lobbing out into clusters of Destruction to make them scatter and lose valuable time. With Fragmentation Grenade, Naplam Granade, Acid Bomb, and Sticky Bomb, you are sure to be the AoE King and your body will tingle as the numbers tick away on many unfortunate burn victims.

The strength of this build is your ability to deal damage to many targets at once. This weakens healing by having the healers working double time. You may not achieve massive crits and hit like a tuck, but you will kill players when the healing cannot keep up. In T2 only using Acid Bomb and Fragmentation Grenade I was able to end the scenario with 10-20 Killing Blows. If they cannot keep up, they will fall. Presistance is key.

[Source:Original] [Author:admin] [Date:09-04-17] [Hot:]

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