The Engineer by bubbyboytoo

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The Engineer

By: bubbyboytoo
Last Updated: Aug 23, 2022
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The Engineer

Practical Problem Solver

This amiable, soft-spoken good ol' boy from tiny Bee Cave, Texas loves barbeque, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions.

Origin: Team Fortress 2 (Valve, 2007)

As a squishy fella with not much standing out in terms of stats, it's well within the Engineer's interest to stay away from the front lines- luckily, he's got his machines to do the hard work for him, boasting a unique building system that allows him to create stationary constructs that auto-attack enemies and heal nearby teammates. As long as he stays out of danger, he can wrangle up a whole herd of problems for the enemy to deal with later on down the line, a defensive force to be reckoned with but overextending if he extends at all.

- Health: Low
- Mana: N/A
- Utility: High
- Survivability: Low
- Difficulty: High

Combat Trait

1
Metalworker
Engineer has a separate Metal resource that he uses to construct his buildings. He spawns with 200 Metal, and restores it by collecting special pickups dropped by enemy Minions (15 metal each), Heroes (100 metal), and structures (200 metal). Targeting his buildings with his Basic Attack will have him use his wrench to hit it, using up to 25 metal per hit to repair and/or upgrade it, prioritizing repairing over upgrading. Each building has three levels and starts at Level 1, requiring 200 metal to upgrade each level.

- At Level 1, buildings have 1500 health each.
- At Level 2, buildings have 1800 health.
- At Level 3, buildings have 2160 health.
2
A - Shotgun
For his ordinary Basic Attack, Engineer fires his shotgun, shooting a spread of pellets with no maximum range. It deals good damage up close, but the spread makes it very unreliable beyond medium range. He can move freely while attacking.

Primary Abilities

1
Q - Build Sentry Gun
Engineer spends 125 Metal to place a Sentry Gun in the world, which takes a few seconds to build. Once it is complete, it begins automatically firing at any enemies it sees in a range similar to that of Sgt. Hammer's Basic Attack in Siege Mode, dealing decent damage. The Sentry is aimed in the direction it was facing relative to Engineer when it was placed and has a targeting time as it turns to face the nearest enemy, so strategic placement can benefit it greatly.

- At Level 1, the Sentry Gun fires one shot every 0.225 seconds.
- At Level 2, the Sentry Gun fires one shot every 0.135 seconds. It upgrades in appearance to have two gatling guns.
- At Level 3, the Sentry Gun fires at the same pace as the Level 2 Sentry; however, it now also fires a rocket projectile at its target every 3.06 seconds, which explodes and deals AoE damage on contact. It upgrades to have a rocket launcher mounted on its top.

Has a cooldown of 20 seconds after placing.
2
W - Build Dispenser
Engineer spends 100 Metal to place a Dispenser in the world, which takes several seconds to build. Once it is complete, it begins to provide health regeneration to any allied Heroes standing close enough to it, and also periodically generates Metal for its owning Engineer to take. This essentially allows the Engineer to create a safe zone anywhere on the map that teammates can fall back to and heal up at, but it cannot defend itself and requires attendance by allies or a Sentry Gun.

- At Level 1, it heals 100 health per second, and generates 40 Metal every 5 seconds.
- At Level 2, it heals 150 health per second, and generates 50 Metal every 5 seconds.
- At Level 3, it heals 200 health per second, and generates 60 Metal every 5 seconds.

Has a cooldown of 15 seconds after placing.
3
E - Wrangler
Taking out a laser pointer, Engineer assumes manual control of his Sentry Gun with a toggled ability, replacing his Basic Attack. Targeted enemies will instead be fired at by the Sentry, which fires 1.5 times faster regardless of level and gains a shield that absorbs 50% of incoming damage. However, it comes with a number of drawbacks as well: Engineer cannot defend himself at all outside of the Sentry, leaving him vulnerable to sneak attacks from outside its range, and after toggling the Wrangler off the Sentry is disabled for 3 seconds as it reboots its targeting systems. During this time, it also receives only half as much healing from Engineer's wrench to counter the shield's damage absorption.

3 second cooldown after being toggled off. Can be canceled into Q, W, or R1, and using 2 or R2 will not interrupt it. 1 or the destruction of the Sentry by other means will cancel it with the same effect as manually deactivating it, and 3 cannot be used at all.

Secondary Abilities

1
1 - Destroy Sentry Gun
Engineer manually destroys his Sentry Gun. Sentries can also be destroyed automatically by using Build Sentry Gun again and placing a new sentry, immediately destroying the old one; only one Sentry can be present at a time.

No cooldown. Cannot be used if Engineer does not have a Sentry Gun active.
2
2 - Destroy Dispenser
Engineer manually destroys his Dispenser. Dispenser can also be destroyed automatically by using Build Dispenser again and placing a new sentry, immediately destroying the old one; only one Dispenser can be present at a time.

No cooldown. Cannot be used if Engineer does not have a Dispenser active.
3
3 - Haul
Requires Haul to be chosen at Talent Level 13.

Engineer picks up the closest building to him within repair range when activated, compacting it into a toolbox he carries on his shoulder. He can move at 70% of his usual speed, and attempting to attack will instead redeploy the building in the targeted direction, building it twice as fast as usual; it will not be operational until it has gone through this reconstruction animation and any applicable upgrades. He is completely defenseless while hauling and cannot attack enemies in any way, so make sure the coast is clear! Pressing 3 again while hauling will rotate the held building 90 degrees counter-clockwise, allowing him to aim Sentries in particular directions more easily.

Heroic Abilities

1
R1 - Build Teleporter
Engineer spends 50 Metal to place a Teleporter in the world, which takes several seconds to build. Once it is complete, a second Teleporter will appear at his team's spawn just outside the Hall of Storms, which they can use by standing on it to instantly teleport to the exit he built. However, the Teleporter has a lengthy recharge time between each teleport, which can be reduced by upgrading it.

- At Level 1, the Teleporter takes 10 seconds to recharge.
- At Level 2, the Teleporter takes 5 seconds to recharge.
- At Level 3, the Teleporter takes 3 seconds to recharge.

Has a cooldown of 10 seconds after placing. Does not have an associated Destroy ability due to its value, but placing a new Teleporter will similarly destroy the old one immediately. Both sides of the Teleporter can be attacked by enemies, and they share HP and will be both destroyed simultaneously if one reaches 0 HP.
2
R2 - Overclock
Inputting a code on his Construction PDA, the Engineer overclocks his Sentry Gun and Dispenser for 5 seconds. The Sentry Gun turns to track targets instantly and fires twice as fast (which can stack with the Wrangler), while the Dispenser heals and generates metal twice as fast, can repair the Sentry Gun's HP, and auto-regenerates 100 HP per second; the effect is indicated by the buildings glowing with a powerful aura and throwing out sparks while they work. Afterwards, their effectiveness is reduced by 33% for 5 seconds as they recover, affecting the Dispenser's healing and metal generation and the Sentry Gun's firing speed.

45 second cooldown. Cannot be used if neither of his buildings are on the field.

Talents

Level 1:
- [Q] Ambush Sentry: The Sentry Gun will stealth after not firing for 5 seconds. Loses Stealth when attacking or damaged.
- [Q/W/R1] Comin' Right Up: Reduces building build times by 25%.
- [Q] More Gun: Quest - Kill 10 enemies with the Sentry Gun. | Reward - Sentry Gun damage boosted by 20%.

Level 4:
- [Z] Ride 'Em Cowboy - Activates Mounts twice as fast, and doubles move speed while riding.
- [P] Medicine-Metal Converter: Regeneration Globes will restore 100 Metal when picked up.
- [A] Melee Mechanic: Using Basic Attacks in melee range will hit opponents with your wrench, restoring 25 metal each hit.

Level 7:
- [W] Armor Application Module: Dispensers add shields to allies, up to 30% of their max health.
- [Q] Range Finder: Boosts Sentry Gun range by 25% at Level 2 and 50% at Level 3.
- [A/E] Sharpshooter: Increases the accuracy of and removes damage falloff from Engineer's Basic Attack and Wrangled Sentry Guns.

Level 10:
- [R1] Build Teleporter: As described above.
- [R2] Overclock: As described above.

Level 13:
- [3] Haul: As described above.
- [Q/W/R1/1/2] Frontier Justice: When a building is destroyed, Engineer gains a temporary movespeed and damage buff.
- [W] Advanced Radar: Increases the Dispenser's range by 150%.

Level 16:
- [A] Architect: Using Basic Attacks on allied Structures will hit them with your wrench, using 50 metal to repair them for 5% damage. Cannot be used on Cores.
- [P] Scrap Processor: Engineer will slowly regenerate Metal.
- [W] Fatigue Fix: Dispensers double the cooldown restore rate of all allies in range, but healing is reduced by 50%.

Level 20:
- [R1] Reverse Polarity: Teleporter Exits can be used to teleport back to the entrance.
- [R2] Defense Matrix: Overclocked buildings are completely invulnerable for its duration.
- [W] Southern Hospitality: Dispensers will drain health from nearby enemies at a rapid pace, equal to their heal rate.
- [E] Solid State Drive: Sentry Guns will recover instantly after being Wrangled.

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Plazma | August 27, 2022 6:10pm
loving these tf2 concepts
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