This guide utilizes several skills during gameplay:
This is your primary damaging skill (read: spam ability). Eight radiating magma fissures seek out enemies, dealing 35%+2X% (X being the skill rank) weapon DPS damage as well as a chance to burn your enemy. Should you be attacking one enemy, all eight magma fissures seek out that single enemy, each fissure striking for 35%+2X% damage. Comes with a slightly hefty mana cost, so keep those potions handy -- although your Healing Bot shouldn't have a problem keeping your mana up. This attack also does not
consume Charges, which you will use for your Forcefield. One source to definitely check out regarding Emberquake versus Flame Hammer is: FH vs EQ: an analysis [v2.0][forums.runicgames.com]
Emberquake does 2 different types of damage with every fissure. One weapon DPS part, affected by strength and one magic damage part, affected by Focus. Strength increases the critical damage done by both, while Focus increases elemental damage, thus, using a fully elemental weapon increases the damage output sharply.
This is your opening attack. You leap into battle, dealing some weapon damage as well as reducing nearby enemies' attack, movement, and cast speeds. This ability lets you get close to the action or can get your out of trouble. In that regard, it also doubles as sort of a "teleport" ability.
Along with Forcefield, this skill is essential to an Engineer to survive. The healing amount may seem like piddly squat early on, but once you hit tier 1 you'll see it's full potential. That mana regen will prove invaluable while mowing down waves of enemies. Just remember to cast it each time you zone into an area. Max this skill out.
No Engineer should be without this. It will seem weak early on, but you will see its benefits very quickly. Save all of your Charges for this ability, as each charge will increase the amount of damage absorption by 50% per Charge. Early in a battle, if may difficult to gain enough charges to warrant an effective Forcefield without taking massive damage, but once this ability is up, you don't have to worry about dying. Keep this up as much as possible. Max this skill out immediately.
10/15 or 15/15
This spammable AoE skill is used to gain Charge very rapidly, depending on how many enemies are close to you. The range is very short (starting at five meters), but you can gain up to one Charge per second at 1/15 rank if five enemies are around you. However, as you level up this skill the range is increased by two meters for each tier. It is best to find a small group of enemies, cast Forcefield, and spam Dynamo Field until you gain five charges. It should only take a brief moment to fully fill your Charge bar so you can cast another Forcefield. As you unlock tiers one and two, you will find that you will gain Charges with very little effort. 10/15 should be sufficent enough but you can always max it out if you want that extra two meter buffer (making it 11 meters with tier 3). In Elite difficulty, this skill can be utilized to gain Charges on champion or boss monsters with little to no minions.
Tremor is an HUGE
range, high utility AoE with great tier bonuses (at least tiers 2 and 3). It also comes with a fairly hefty mana cost. It knockbacks and interrupts enemies as well as increases the physical damage you do to them. Tiers 2 and 3 weakens foes (dealing 20% less physical damage) and stuns enemies for 2 seconds, respectively. In all, this skill is very versatile for many situations (although on lower difficulties you'll most likely use this ability against champions and bosses). It does consume ONE charge if you have it but it only affects the damage dealt by this ability.
A crowd control ability. With five ranks into it, you will be able to affect a maximum of five enemies at once. Like Healing Bot, cast this spell at the beginning of every dungeon and watch it go to work. It's essentially a non-damaging constant Onslaught.