Engineer

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Engineer
Engineer.png
The Engineer is a unique class that requires planning and positioning to be successful.
Health 130 (+39 per level)
Health Regen 1/s (+0.2 per level)
Damage 14 (+2.8 per level)
Speed 7 m/s
Armor 0
Unlock Engineering Perfection

Umbra Title
Fortification Expert
Ending Phrase
..and so he left, more steel and circuit than man.
TR12 Gauss Auto-Turret
TR12 Gauss Auto-Turret.png
Health 130 (+39 per level)
Health Regen 1.5/s (+0.3 per level)
Damage 16 (+3.2 per level)
Speed Stationary
Armor 0
TR58 Carbonizer Turret
TR58 Carbonizer Turret.png
Health 130 (+39 per level)
Health Regen 1.5/s (+0.3 per level)
Damage 16 (+3.2 per level)
Speed 7 m/s
Armor 0

Engineer is a playable character in Risk of Rain 2.

Skills[edit | edit source]

Primary

Bouncing Grenades

Bouncing Grenades.png
Type Primary
Proc Coefficient 1
Description Charge up to 8 grenades that deal 100% damage each.
Notes
  • Can sprint while charging (Not working as of 8/7/2020)
Secondary

Pressure Mines

Pressure Mines.png
Type Secondary
Cooldown 8s
Proc Coefficient 1
Description Place a two-stage mine that deals 300% damage, or 900% damage if fully armed. Can place up to 4.
Notes
  • Mines do not stick to allies or enemies, but do stick to Bubble Shield.
  • There's no damage falloff.

Spider Mines

Spider Mines.png
Type Secondary
Cooldown 8s
Proc Coefficient 1
Description Place a robot mine that deals 600% damage when an enemy walks nearby. Can place up to 4.
Notes
  • Unlocked via the Engineer: 100% Calculated Challenge. (As Engineer, defeat the teleporter boss in less than 5 seconds after it spawns.)
  • These mines have a greater range as they seek out enemies, and double the damage of the default mines if thrown directly onto enemies (or otherwise not allowed to arm), making this a good potential 'upgrade' for many players' playstyles
Utility

Bubble Shield

Bubble Shield.png
Type Utility
Cooldown 25s
Description Place an impenetrable shield that blocks all incoming damage.
Notes
  • Lasts for 15s
  • Only one can be active at a time
  • Flashes before disappearing
  • Enemies can move inside the barrier, negating its effects
  • Anything can fire outwards from the shield, and nothing can fire through it inwards (including yourself).

Thermal Harpoons

Thermal Harpoons.png
Type Utility
Cooldown 2.75s
Proc Coefficient 1 per Harpoon
Description Enter target painting mode to launch heat-seeking harpoons that deal 500% damage each. Can store up to 4.
Notes
  • Unlocked via the Engineer: Zero Sum Challenge. (As Engineer, finish charging the teleporter with zero monsters remaining on the stage.)
  • Press utility key to enter paint mode, M1 to paint targets
  • Harpoon recharge pauses while in paint mode
  • Holding down M1 allows allocation of up to 4 harpoons on 1-4 targets at a rate of 1 harpoon per .3 seconds.
  • Harpoons cannot be fired without a target
  • Fired harpoons that no longer have a target will redirect to the nearest target (it is possible to build up a swarm of harpoons by constantly firing at a single target when no other targets are within range)
Special

TR12 Gauss Auto-Turret

TR12 Gauss Auto-Turret.png
Type Special
Cooldown 30s
Proc Coefficient 1
Description Place a turret that inherits all your items. Fires a cannon for 100% damage. Can place up to 2.
Notes
  • Description clarification: Fires a cannon for 70% of the turret's damage, which is nearly the same as 100% of the engineer's damage. A turret's items will use the turret's base damage to calculate damage.
  • Description clarification: The cannon fires three times a second for about 90% of the Engineer's damage.

TR58 Carbonizer Turret

TR58 Carbonizer Turret.png
Type Special
Cooldown 30s
Proc Coefficient 0.6
Description Place a mobile turret that inherits all your items. Fires a laser for 200% damage per second that slows enemies. Can place up to 2.
Notes

Tips[edit | edit source]

  • Getting several Bustling Fungus.pngBustling FungusBgCommon.pngBustling Fungus.pngHeal all nearby allies after standing still for 2 seconds.
    After standing still for 2 seconds, create a zone that heals for 4.5% (+2.25% per stack) of your health every second to all allies within 3m (+1.5m per stack).
    and stacking TR12 Gauss Auto-Turrets on top of each other is a great way to cheese certain bosses. This isn't as effective on the Magma Worm as it tends to knock the Engineer out of the healing radius or outright destroy the turrets, but the Turrets' auto-aim may make this boss easier to fight nonetheless.
  • Getting plenty of AoE and/or proc items for your TR58 Carbonizer Turrets (like Sticky Bomb.pngSticky BombBgCommon.pngSticky Bomb.pngChance on hit to attach a bomb to enemies.
    5% (+5% per stack) chance on hit to attach a bomb to an enemy, detonating for 180% TOTAL damage.
    , Ukulele.pngUkuleleBgUncommon.pngUkulele.png...and his music was electric.
    25% chance to fire chain lightning for 80% TOTAL damage on up to 3 (+2 per stack) targets within 20m (+2m per stack).
    , Will-o'-the-wisp.pngWill-o'-the-wispBgUncommon.pngWill-o'-the-wisp.pngDetonate enemies on kill.
    On killing an enemy, spawn a lava pillar in a 12m (+2.4m per stack) radius for 350% (+280% per stack) base damage.
    , Sentient Meat Hook.pngSentient Meat HookBgLegendary.pngSentient Meat Hook.pngChance to hook all nearby enemies.
    20% (+20% per stack) chance on hit to fire homing hooks at up to 10 (+5 per stack) enemies for 100% TOTAL damage.
    , etc.) and some healing items for the early game (like Monster Tooth.pngMonster ToothBgCommon.pngMonster Tooth.pngDrop a healing orb on kill.
    Killing an enemy spawns a healing orb that heals for 8 plus an additional 2% (+2% per stack) of maximum health.
    ) will turn them into fairly self-sufficient powerhouses. If you manage to get the right items, both damage and defense wise, these turrets will pretty much clear stages by themselves!
  • A single Hardlight Afterburner.pngHardlight AfterburnerBgLegendary.pngHardlight Afterburner.pngAdd 2 extra charges of your Utility skill. Reduce Utility skill cooldown.
    Add +2 (+2 per stack) charges of your Utility skill. Reduces Utility skill cooldown by 33%.
    can allow for 100% uptime of Bubble Shield.
  • Stacking Bandolier.pngBandolierBgUncommon.pngBandolier.pngChance on kill to drop an ammo pack that resets all skill cooldowns.
    18% (+10% per stack) chance on kill to drop an ammo pack that resets all skill cooldowns.
    can lead to a constant up time of your Bubble Shield, allowing for good cover from Wisps and Titans/Colossi as the game progresses. It also proves useful to refresh your Turrets' cooldown, giving you a backup in case one of them gets destroyed.
  • Both Pressure Mines and Spider Mines can be stuck onto the outside surface of the Bubble Shield. Crowbar.pngCrowbarBgCommon.pngCrowbar.pngDeal more damage to healthy enemies.
    Deal 150% (+50% per stack) damage to enemies above 90% health.
    is highly useful for both mines.
  • Placing Spider Mines on elevated positions may allow them to jump onto airborne enemies. Similarly they can be placed onto NPCs and other survivors in a coop situation unlike the immobile Pressure Mines.
  • Leeching Seed.pngLeeching SeedBgUncommon.pngLeeching Seed.pngDealing damage heals you.
    Dealing damage heals you for 1 (+1 per stack) health.
    is a valuable item in the beginning levels that lets your Turrets heal as they deal damage. They're particularly useful on the more rapid firing TR58 Carbonizer Turrets.
  • An easy way to amass large amounts of healing on TR58 Carbonizer Turrets during mid-game or late-game is to stack Harvester's Scythe.pngHarvester's ScytheBgUncommon.pngHarvester's Scythe.png'Critical Strikes' heal you.
    Gain 5% critical chance. Critical strikes heal for 8 (+4 per stack) health.
    for healing on crit and +5% crit chance, Predatory Instincts.pngPredatory InstinctsBgUncommon.pngPredatory Instincts.png'Critical Strikes' increase attack speed. Stacks 3 times.
    Critical strikes increase attack speed by 12%. Maximum cap of 36% (+24% per stack) attack speed.

    Note: Gain 5% critical chance.
    for attack speed buffs on crit and another +5% crit chance, and at least 9 Lens-Maker's Glasses.pngLens-Maker's GlassesBgCommon.pngLens-Maker's Glasses.pngChance to 'Critically Strike', dealing double damage.
    Your attacks have a 10% (+10% per stack) chance to 'Critically Strike', dealing double damage.
    for +90% crit chance. This combination of items results in guaranteed crits as well as healing from every instance of damage dealt that increases with the amount of Harvester's Scythe.pngHarvester's ScytheBgUncommon.pngHarvester's Scythe.png'Critical Strikes' heal you.
    Gain 5% critical chance. Critical strikes heal for 8 (+4 per stack) health.
    the turrets have.
  • Due to their faster firing speed, TR58 Carbonizer Turrets are better at proccing certain item such as Tri-Tip Dagger.pngTri-Tip DaggerBgCommon.pngTri-Tip Dagger.pngChance to bleed enemies on hit.
    15% (+15% per stack) chance to bleed an enemy for 240% base damage.
    , Stun Grenade.pngStun GrenadeBgCommon.pngStun Grenade.pngChance to stun on hit.
    5% (+5% on stack) chance on hit to stun enemies for 2 seconds.
    , Sticky Bomb.pngSticky BombBgCommon.pngSticky Bomb.pngChance on hit to attach a bomb to enemies.
    5% (+5% per stack) chance on hit to attach a bomb to an enemy, detonating for 180% TOTAL damage.
    , and Shattering Justice.pngShattering JusticeBgLegendary.pngShattering Justice.pngReduce the armor of enemies after repeatedly striking them.
    After hitting an enemy 5 times, reduce their armor by 60 for 8 (+8 per stack) seconds.
    . Soldier's Syringe.pngSoldier's SyringeBgCommon.pngSoldier's Syringe.pngIncreases attack speed.
    Increases attack speed by 15% (+15% per stack).
    and 57 Leaf Clover.png57 Leaf CloverBgLegendary.png57 Leaf Clover.pngLuck is on your side.
    All random effects are rolled +1 (+1 per stack) times for a favorable outcome.
    may improve them further (though these are universally good on both turrets).
  • Due to the AI behavior of TR58 Carbonizer Turret, Focus Crystal.pngFocus CrystalsBgCommon.pngFocus Crystal.pngDeal bonus damage to nearby enemies.
    Increase damage to enemies within 13m by 15% (+15% per stack).
    might be useful when they eventually haphazardly charge into enemies. A Genesis Loop.pngGenesis LoopBgBoss.pngGenesis Loop.pngFire an electric nova at low health.
    Falling below 25% health causes you to explode, dealing 6000% base damage. Recharges every 30 seconds (-50% per stack).
    and a few Topaz Brooch.pngTopaz BroochesBgCommon.pngTopaz Brooch.pngGain a temporary barrier on kill.
    Gain a temporary barrier on kill for 15 health (+15 per stack).
    or Monster Tooth.pngMonster TeethBgCommon.pngMonster Tooth.pngDrop a healing orb on kill.
    Killing an enemy spawns a healing orb that heals for 8 plus an additional 2% (+2% per stack) of maximum health.
    can allow them to turn this caveat into a positive.
  • You may sprint while Bouncing Grenades is charging up. Deploying Bubble Shield will not stop sprinting.
  • Acquiring Rejuvenation Rack.pngRejuvenation RackBgLegendary.pngRejuvenation Rack.pngDouble the strength of healing.
    Heal +100% (+100% per stack) more.
    , N'kuhana's Opinion.pngN'kuhana's OpinionBgLegendary.pngN'kuhana's Opinion.pngFire haunting skulls when healed.
    Store 100% (+100% per stack) of healing as Soul Energy. After your Soul Energy reaches 10% of your maximum health, fire a skull that deals 250% of your Soul Energy as damage.
    , and as many Bustling Fungus.pngBustling FungusBgCommon.pngBustling Fungus.pngHeal all nearby allies after standing still for 2 seconds.
    After standing still for 2 seconds, create a zone that heals for 4.5% (+2.25% per stack) of your health every second to all allies within 3m (+1.5m per stack).
    as possible will allow the stationary TR12 Gauss Auto-Turret to spawn many of the flaming skull projectiles as you and both your turrets will all heal each other (causing N'Kuhana's Opinion to continuously proc).
  • TR12 Gauss Auto-Turret and the TR58 Carbonizer Turret will not receive new items their Engineer picks up after deployment. Their items are only updated upon redeployment.
  • Both turrets greatly benefit from Dio's Best Friend.pngDio's Best FriendBgLegendary.pngDio's Best Friend.pngCheat death. Consumed on use.
    Upon death, this item will be consumed and you will return to life with 3 seconds of invulnerability.
    as the 3 second invincibility time will always reset on newly deployed turrets as long as the Dio's Best Friend has not been used up on the Engineer himself. This is an especially important item during Monsoon runs.
  • Bandolier.pngBandolierBgUncommon.pngBandolier.pngChance on kill to drop an ammo pack that resets all skill cooldowns.
    18% (+10% per stack) chance on kill to drop an ammo pack that resets all skill cooldowns.
    can be used to offset the long cooldown of the turrets, though TR58 Carbonizer Turrets can pick the ammo packs up by walking atop them. This may not be a problem if you and your turrets have Visions of Heresy.pngVisions of HeresyBgLunar.pngVisions of Heresy.pngReplace your Primary Skill with 'Hungering Gaze'.
    Replace your Primary Skill with Hungering Gaze.

    Fire a flurry of tracking shards that detonate after a delay, dealing 120% base damage. Hold up to 12 charges (+12 per stack) that reload after 2 seconds (+2 per stack).
    .
  • The TR58 Carbonizer Turret still benefit from attack speed even though they shoot lasers, i.e. 1 Soldier's Syringe.pngSoldier's SyringeBgCommon.pngSoldier's Syringe.pngIncreases attack speed.
    Increases attack speed by 15% (+15% per stack).
    makes them go from 2-3 hits per second to 4-5.

Gallery[edit | edit source]

Trivia[edit | edit source]

  • Engineer was one of the playable characters in the first Risk of Rain.