
While supercharged, you gain additional charge. When you hit foes with a melee weapon, you have a chance to direct excess energy into your weapon and then discharge it during your attacks over the next ten seconds. Although the tooltip does not specifically mention staffs, Heavy Lifting also works with those. Your skill with giant weaponry allows you to attack faster and adds a chance to stun your foes.Įngineers are naturally disposed towards using two-handed weapons, which of course makes Heavy Lifting a very useful passive, because it not only increases the attack speed for auto-attacks, but also the damage output of DPS-based skills like Blast Cannon, Emberquake, etc. It’s usually better to stick to Onslaught, unless you’re playing a cannoneer and lack a melee weapon to use Onslaught with. Helps you quickly escape enemy mobs, although the short dash distance and 2-second cooldown can be a real hindrance.

Every enemy hit also recharges your mana by 5%, for up to five targets.

Three bolts of energy discharge from your suit on impact, striking remote enemies. Note that the 100% stun chance of a fully-charged Ember Reach does not guarantee a stun every time, because each enemy has at least some level of stun resistance.Ī blast from your pack rockets you swiftly forward, knocking back foes. In reality, there is hardly ever a use for this skill because enemies are more than happy to get up in your face. You gain a 20% chance to stun for three seconds for every charge you have, but the skill itself neither gains nor expends charge.Įssentially a grappling hook that allows you to yoink enemies closer. While it’s a nice skill to initiate combat with, it’s also not really a skill I’d bother maxing.Ī focused surge of energy draws a foe into striking range. The rank 5/15 Onslaught actually costs less mana than the rank 1/15 skill, and its debuffs last for a decent amount of time, so I’d definitely put at least 5 points into it. The main mobility skill of Engineers, basically a leap attack. Foes at the point of impact are damaged and slowed significantly. You leap forward, slamming your melee weapon into the ground.
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The damage of a maxed-out Flame Hammer far surpasses a maxed-out Ember Hammer, even with the Ember Hammer’s full charge damage bonus. Although the ability to break shields is nice, there is no real contest when it comes down to picking the better DPS skill between the two "Hammers". You deliver a powerful sidelong swing which channels ember energy into a wide, 270 degree arc, destroying shields. Quite useful as crowd control when leveled up to a decent AOE and stun chance, but nothing special in late game when you’re clearing whole rooms with Flame Hammer or Emberquake, both of which easily surpass the damage of Seismic Slam. Pure elemental damage skill, only improved by Focus and +% fire damage bonuses, not by Strength. Your mechanically-assisted stomp stuns and burns all enemies in a four-meter radius around you.

Each splinter could end up dealing way more damage than the actual hammer swing itself.

Each splinter does half of the skill’s listed DPS % as fire damage, so any +% fire damage bonuses – as well as the damage bonus from Focus – apply in their case. The splinters are separate from the main hit and account for most of the Flame Hammer’s damage. If available, a charge is consumed to generate two additional blasts. Your weapon crushes foes it strikes, creating four flaming splinters that seek out enemies within five meters.
