Engineer Abilities (WAR)  

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ACTIONS Table

CORE Actions (All "x" notations for skills mean the statistic will shift depending upon your level)
Rank Ability Path Cost Range Type Delay Duration Cooldown Description
1 Gun Blast Rifleman 40 5-100 Ranged Attack 2s - - A gun attack which deals x damage to your enemy.
1 Spanner Swipe Core 35 Melee Melee Attack - Hex - - - You clobber your enemy with your spanner, dealing x damage. If the target is Hexed, then they will become snared, reducing their run speed by 40% for 10 seconds.
2 Fire Bomb Grenadier 25 5-100 Grenade 1s - - You toss a grenade filled with flaming pitch which deals x Corporeal damage to your target.
3 Penetrating Round Rifleman - 100 Turret Attack - Hex - - - You build an upgrade into your Gun Turret. The Turret will now be able to blast the target with an armor-destroying round, dealing x damage and reducing their Armor by x for 20 seconds.
3 Gun Turret Rifleman 55 Self Summon 3s 3min 5s You construct a turret with a self-aiming gun which will fire at distance enemies.
3 Field Repair Core 15/s 20 Turret Heal - 3s - Requires a Turret. You remotely activate your turret's self repair mechanism, restoring x health to it.
4 Friction Burn Tinkerer 30 Melee Melee Attack - Hex - 9s 10s A powerful swipe with your spanner which smacks all enemies in front of you up to 30 feet away, dealing x Corporeal damage over 9 seconds.
5 Acid Bomb Grandier 25 65 Grenade - Hex - 20s - You toss a grenade which splatters a corrosive acid everywhere. Your target and all other enemies within 20 feet of them have Corporeal resistance reduced by x and suffer x Corporeal damage over 21 seconds.
6 Flame Turret Tinkerer 55 Self Summon 3s 3min 5s You construct a turret with a self-firing flamethrower which will attack enemies at close range.
6 Blunderbuss Blast Tinkerer 35 CAE CAE Ranged Attack - - - You fir a blast of short-range pellets which deal x damage to all enemies in front of you, up to 40 feet away.
7 Addling Shot Core 20 100 Detaunt - 15s 15s You Detaunt your target, making them hate you less and causing them to deal 50% less damage to you for 15 seconds. If you attack anyone that you have Detaunted, the effect will immediately end.
8 Bombardment Turret Grenadier 55 Self Summon 3s 5min 5s You construct a turret with an auto-firing grenade launcher which will attack enemies at a moderate range.
9 Incendiary Rounds Rifleman 40 5-100 Magical Ranged Attack - Hex - 10s - You fire bullets that burst into flame when they strike the enemy, dealing x Corporeal damage over 15 seconds.
10 Barbed Wire Core 30 PBAE CC - Hex - 5s 20s You fling coils of barbed wire all around you, rooting all enemies within 30 feet in place for 10 seconds. There is a 50% chance of the root breaking with every hit.
11 Flak Jacket Core 35 Self Buff - Enchantment 2s 60min - You don an experimental suit of protective gear, increasing your Armor by x for up to 1 hour. This effect will fade after you are hit 20 times. The armor just might be improved up to a proper Dwarf standard with only a few hundred years of further work and refinement.
12 Hip Shot Grenadier 35 100 Grenade 1s - 10s A quick shot from the hip which deals x damage. This attack may be used at close range.
13 High Explosive Grenade Grenadier 13 20ft Turret Attack - - - You build an upgrade into your Bombardment Turret. The Turret will now be able to launch a grenade packed with explosives at the target, dealing x Corporeal damage to the victim and all enemies within 20 feet of them.
14 Flashbang Grenade Grenadier 35 65 Grenade 1s - 10s You toss a grenade which explodes with a burst of force, dealing x Corporeal damage to the target. The blinding flash interrupts the victim and all enemies within 20 feet of them.
16 Fragmentation Grenade Grenadier 40 65 TAE - Hex 1 15s 5s You lob a grenade which shatters when it hits your enemy, dealing x damage over 15 seconds to the target and all other enemies within 20 feet of them.
17 Machine Gun Rifleman - 100 Turret Attack - - - You build an upgrade into your Gun Turret. The Turret will now be able to fire a rapid series of shots at the target for up to 3 seconds, repeatedly dealing x damage twice per second.
18 Land Mine Tinkerer 50 GTAE 65 Create Bomb 1s 60s 15s You fling out a land mine which arms itself immediately and persists for up to 1 minute. The mine will detonate when an enemy gets too close, dealing x damage to all enemies within 30 feet and knocking them down for 2 seconds.
20 Concussion Grenade Greadier 30 65 Grenade Attack 1s - 10s You lob a grenade that releases a powerful shockwave on impact, dealing 45 Corporeal damage to your target and knocking them back a short distance. Monsters will be knocked down instead.
22 Redeploy Core 30 Self Turret Redeploy - - 20s Requires a Turret. You activate your Turret's automatic redeployment mechanism, instantly moving it to your current location.
25 Self Destruct Core 35 Self CC - - 60s Requires a Turret. You activate the self-destruct mechanism built into your turret, destroying the turret and dealing x damage to all enemies within 30 feet of it, knocking them down for 5 seconds.
28 Burn Salve Tinkerer 55 Group Buff - Enchantment - 60min - You distribute burn salve to your group, increasing everyone's Elemental resistance by x for 1 hour.
30 Signal Flare Rifleman 25 100 DoT - Hex - 15s 20s You mark the enemy with a bright signal flare, dealing x damage over 21 seconds and reducing their chances to dodge or block attacks by 5%.
35 Static Discharge Tinkerer 35 PBAE PBAE Attack - - 5s You quickly trigger one of your many gadgets and release a sudden shockwave, dealing x Corporeal damage to all enemies within 30 feet.
40 Focused Fire Rifleman 25/s 5-100 Ranged Channeled Attack - 3s 8s You focus all of your shots on your enemy for up to 3 seconds, dealing x damage to them every second. This effect will end if you lose your concentration or run out of action points.
Masteries that build CORE Actions
Rank Ability Path Cost Range Type Delay Duration Cooldown Description
x5 Crack Shot Rifleman 35 5-100 Ranged Attack 2s - 30s A well-aimed shot which deals x damage and disarms your target for 5 seconds, making them unable to use their weapons.
x9 Snipe Rifleman 30 5-150 Ranged Attack 3s - 10s A slow but powerful gun shot which deals x damage to your enemy and can not be defended against.
x13 Phosphorous Shells Rifleman 40 80 Ranged Attack - Hex 1s 6s 20s You blast your enemy with powerful and unstable phosphorous ammo, dealing x Corporeal damage to them. The victim and all enemies within 20 feet of them will also suffer x Corporeal damage over 15 seconds as the shells burst into flame.
x5 Sticky Bomb Grenadier 40 65 Grenade Attack - Hex - 9s 10s A packet of explosives which sticks to your target and slowly burns, dealing x Corporeal damage over 15 seconds. If the effect runs for its full course, then a concealed inner package of explosives will suddenly detonate, dealing x Corporeal damage to the victim and all enemies within 20 feet of them.
x9 Strafing Run Grenadier 50 LAE Grenade Attack - - 30s You call for air support, signaling for a strafing run which deals x damage to all enemies in a line in front of you, up to 65 feet away. Any enemy players hit by the powerful shells will be sent flying away from you, while monsters will be knocked down.
x13 Napalm Grenade Grenadier 35 GTA 65 Grenade Attack - 30s 30s You toss a grenade packed full of dangerous napalm gel on to the ground, where it will burst open and burn for 30 seconds, causing damaging every 2 seconds to any enemies who come within 20 feet of that spot. The firest increase in intensity over time, causing x Corporeal damage during the first 10 seconds, x Corporeal damage for the next 10 seconds, and x Corporeal damage for the final 10 seconds.
x5 Lightning Rod Tinkerer 45 Self Deployable 1s 9s 20s You deploy a shock rod at your feet which will remain for up to 9 seconds and periodically blast out with waves of power, dealing x Corporeal damage every 3 seconds to all enemies within 30 feet of it.
x9 Bugman's Best Tinkerer 35 PBAE Deployable 2s 15s 10s You carefully unpack a mini-keg of rare and precious Bugman's Finest Stout with reverential awe. For the next 15 seconds, the faint vapors escaping from the keg will rejuvenate any allies within 30 feet of it, restoring x health every 3 seconds. You dream of the day that the brew will be aged enough to actually tap and drink.
x13 Electromagnet Tinkerer 30 PBAE Deployable - 4s 20s You set up a device which unleashes a powerful wave of force, pulling up to six enemy players within 65 feet inwards towards it and knocking down monsters. 1 second later, the device blasts outwards and snares all enemies within 20 feet, reducing their movement speed by 40% for 4 seconds.

MORALE Table

CORE Morale
Rank Ability MRank Range Duration Description
8 Point Blank 1 65 - A mid-range attack that deals x damage and knocks targeted player away. Monsters will be knocked down.
12 Unshakable Focus 2 Self 10s A cold unyielding focus increases your damage by 100% for 7 seconds.
16 Concealment 1 Self 10s With luck and experience you are able to Dodge all ranged attacks and Disrupt all magic attacks against you for x seconds.
20 Focused Mind 2 Self 7s For the next 10 seconds, you will remove and ignore any silencing, disarming, rooting, snaring effects and your abilities with build 50% faster and may not be set back.
24 Explosive Shots 3 Self 10s All of your ranged attacks will explode for the next 10 seconds, dealing x damage to all enemies within 30 feet of your target. This effect will not trigger more than once every second.
28 Autoloader 1 Self 10s You regain action points 30% faster for 10 seconds.
32 Armored Plating 2 Group 20s Everyone in your group takes 20% less damage for 20 seconds.
36 Cannon Smash 3 100 30s A massive cannonball smashes into your target, dealing x damage and knocking them down for 5 seconds. The victim's armor is reduced by x for 30 seconds.
40 Hall of Doom 4 100 5s You focus on a spot on the ground for up to 5 seconds, constantly shooting at all enemies within 30 feet of that area for x damage.
Masteries that build CORE Morale
Rank Path Ability MRank Range Duration Description
x15 Scattershot Rifleman 4 CAE 4s You release a string of several gun blasts in a row for up to 4 seconds, dealing x damage each second to all enemies in front of you, up to 65 feet away.
x15 Artillery Barrage Grenadier 4 100 4s You select a spot on the ground and call in an artillery strike for up to 4 seconds, dealing x damage per second to all enemies within 30 feet of that spot.
x15 Fling Explosives Tinkerer 4 PBAE 4s You fling packets of explosives all around you for up to 4 seconds, dealing x damage each second to all enemies within 30 feet.

TACTICS Table

CORE Tactics
Rank Ability Description
11 Stoutness of Stone You recover from Stuns and Knockdowns 50% quicker. You will still gain immunity based on the original duration.
13 Expert Skirmisher You deal 25% more damage when you are within 45 feet of your target, but 20% less damage when you are further than 45 feet away from them.
15 Reinforced Casing Adds x Wounds to your turrets.
17 Stubborness Increases your Corporeal resistance by 6.
19 Steady Aim Increases your Ballistic Skill by 4.
21 Hand-Crafted Scope Increases your autoattack speed by 50% when using a gun.
23 Ancestral Inheritance Increases your Armor by x.
25 Clever Recovery If an enemy dodges any of your attacks, you will regain 75 Action Points. This effect will not trigger more than once every 3 seconds.
27 Concussive Mine When your Land Mine detonates, any enemy hit by the blast will become disoriented for 10 seconds, increasing the build times of their abilities by 1 second.
29 Pierce Defenses If an enemy blocks, dodges, or parries any of your attacks, their chances to block, dodge, and parry will be reduced by 15% for 10 seconds.
31 Steady Hand Reduces the chance that you'll be set back from taking damage by 50%.
33 Rune of Forging When you construct a turret, it will gain a protective barrier which will absorb up to x damage within the first 180 seconds.
35 Proximity Alarm Increases your chance to detect hidden enemies by 50% as long as you are standing within 20 feet of your turret.
37 Tangling Wire After ending or being removed, Barbed Wire will now Snare targets by 40% and deal x damage over 5 seconds.
39 Coordinated Fire Signal Flare will now also cause the victim to suffer 15% more damage from all sources.
Masteries that build CORE Tactics
Rank Ability Description
Rifleman x3 Stopping Power Hip Shot now will knock the victim back a short distance.
Rifleman x7 Hollow-points Snipe and Gun Blast will now deal an additional x damage over 9 seconds.
Rifleman x11 Quick Reloader All of your Path of the Rifleman abilities cost 35% fewer action points.
Grenadier x3 Extra Powder Acid Bomb and Fragmentation Grenade gain a 75% increase to the size of their areas of effect.
Grenadier x7 Throwing Arm Increases the ranges of all Path of the Grenadier abilities by 50%.
Grenadier x11 Bandolier All of your Path of the Grenadier abilities cost 35% fewer action points.
Tinkerer x3 Well-Oiled Machine You can now construct your turrets instantly.
Tinkerer x7 Runes of Warding Everyone in your group has their Disrupt chance increased by 5 as long as they are within 40 feet of your turret.
Tinkerer x11 Tracer Rounds Increases your crit chance by 15% while within 20ft. of your Turret.

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This page last modified 2008-12-15 19:39:36.