Insider Trader: Gadgets for the modern Engineer

Engineering has quite a few useful tools in addition to their famous repertoire of toys, but not every player knows how to make the most of them. There are many reasons for this, including:
- Not being informed on the latest improvements. Consumables may be less cost-prohibitive, for example, than the last time you checked.
- Believing the "Engineering is useless" hype that lingers from darker days, and feeling creatively blocked after an expensive and tedious leveling process.
- Being an irrational yet strangely normal cooldown and consumable saving individual. Awkward Zombie illustrates the latter nicely, and we've talked about stingy cooldown use in the past.
1. Exploding Bunnies
The Personal Electromagnetic Pulse Generator has many uses, but perhaps the most entertaining is to explode an Explosive Decoy from range.
Don't have a shaman in your group for Auriaya? No problem. Leave a harmless little bunny instead! With a 30 yard range on the EMP, the tank can explode it just as she approaches. What's better than an exploding bunny?
The EMP will also stun most mechanical mobs in the game, which is helpful when running Gnomeregan, zapping clouds in the Geyser Fields of the Borean Tundra, as well as on several boss fights in Ulduar to deal with trash.
The bunny offers some creative ways to pull mobs as well, and you can even Misdirect targets to attack it, causing it to explode without the help of your EMP belt.
2. Bombs
Saronite Bombs are extremely cheap to make, and will deal fire damage in a ten yard radius. They are instant cast, and you can throw them while running!
Tanks can use these to pull groups in the same way that Death Knights can use Death and Decay. From range, you are sending a quick burst of AoE damage into the group, giving you some aggro with each mob. Box of Bombs is the latest way to make these bombs, and each box yields 12-20.
Frost Grenades give a rooting effect, and are considered a freeze. This means that if you have a talent based on freezes, such as a Frost Mage's Shatter, this is probably the option for you.
This is usually considered a PvP grenade, and can be used to slow the masses encroaching upon a flag, flag bearer, or other target of interest. They are not usable in Arenas. For PvE, it can be helpful if adds get way out of hand in fights like Gluth and Thorim, although due to its 1 minute cooldown, it can't be relied upon solely for add control.
Cobalt Frag Bombs are similar to Frost Grenades, but apply an incapacitate effect rather than a freeze/root. They are the direct upgrades of the Adamantite Grenades, and offer more damage and a 0.5 second cast time, compared to the Adamantite's 1.0 second, although the Adamantite still works on level 80 targets. Despite the cast time, it can be used while running.
The Frag Belt is a great accessory to have if you start using Cobalt Frag Bombs on a regular basis. They are useful for interrupts, breaking a Rogue out of stealth, and keeping a melee class at range a bit longer. They are also fun to throw at healers.
In PvE, it would be useful for soloing. For example, Protection spec players could use it as an opener when working on groups to minimize initial damage.
Although the Global Thermal Sapper Charge is usable only by Goblin Engineers, it too has its merits. Once upon a time, this Charge, along with Saronite Bombs, were used to do decent siege damage in Wintergrasp and Strand of the Ancients. The damage was so decent, in fact, that when combined with a few other Engineering tricks, the guild Goon Squad was able to capture Wintergrasp in 62 seconds. Needless to say, the siege damage components were nerfed.
One thing to note about this item is that using it will hurt you, and everyone around you who is not an ally. One of the best uses for it is while AoE tanking. As long as you are getting sufficient heals, blowing this 5 minute cooldown can come in handy when you're really scrambling to establish solid AoE aggro. An undergeared tank, for example, might find this helpful, as would a weaker (or less AoE-oriented) off-tank when trying to peel mobs off of the main tank fighting the boss.
3. Potion Injectors
Yes, I'm aware that potions now stack to 20 naturally. But as an Engineer, using these injectors will actually boost the effectiveness of those neatly stacked potions, be they mana or health.
Doing this gives you 25% more health or mana upon consumption, and they do, according to Wowhead comments, stack with the Alchemist Stones (a group of Alchemist-only trinkets) effects, which increase the effectiveness of health and mana potions by 40%. Note: The Alchemist Stones effects do not stack with one another, so by wearing two trinkets you cannot get an 80% bonus effect and then stack your potions using injectors for a 105% total bonus.
4. Hand-Mounted Pyro Rocket
Haste junkies enchant their gloves with the Hyperspeed Accelerators, and some tanks might choose the Reticulated Armor Webbing, but what about DPS classes?
The Hand-Mounted Pyro Rocket enchant is actually an excellent choice. It no longer triggers the Global Cooldown, although it does share some cooldowns with some of the other Engineering goodies. It is on a 45 second cooldown, and will not reset your swing timer. To make the most of it, you could macro it, either on its own, such as "/use 10" or better yet, piggybacked onto an ability that you hit at least once every 45 seconds:
#showtooltip
/cast Name of Spell
/use 10
This is also an excellent tool for soloing as well as for tanks, although they would have to give up a tanking enchant to have it. It gives you yet another way to pull from range, and adds more DPS to your rotations than any other in-game enchant.
Filed under: Engineering, Items, Analysis / Opinion, Tips, How-tos, Features, Enchants, Insider Trader (Professions)
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Reader Comments (Page 2 of 2)
TiM Sep 4th 2009 8:17PM
I don;t see any mention of cloak tinkers that give spell power or agility as well as the parachute cloak effect. Flexweave grants 23 agility. Not too shabby seeing as how the best agility to cloak chant is currently 22. The arachnoweave grants 27 spellpower. Also not too shabby.
Tim Sep 4th 2009 9:53PM
My name is tim too! Weird!
I am very thankful for this article and well why dont folks ask for engineers moor often. I think that Our tinker ability is a challenge to an enchanter, but like you said, we have some great "enchants" on cloaks.
Mep Sep 4th 2009 9:01PM
At the fansite summit I gave the developers crap about how the trading card game took away a lot from the "fun" of engineering. There's a lot of useful things, but things like D.I.S.C.O. should have been an engineering thing.
Tim Sep 4th 2009 9:56PM
Engineering seems to be really niched. I am an engineer and most of those things never occurred to me. I think that many of our abilities are really strange. We are all over the place. It can get confusing understanding what to use. I know that when I finally hit 450 I made epic guns. Oh and a frakkin helicopter.
JKWood Sep 5th 2009 3:04AM
I think that you really need to give the engineering options a try to really understand how powerful some of them are. For example:
* I didn't really get a full use out of my Pyro Rocket until I paired it with Hammer of Wrath (enemy go boom!).
* As a healer, I should probably get a separate pair of gloves specifically for healing, and put Hyperspeed Accelerators, then pair the activation with Holy Light to speed up my emergency bomb.
* The speed boost from Nitro Boosts is nice, but I find the 45 crit rating it gives to be the real deal-clincher (everybody can use crit!).
* Put a tinker on your belt, and use it. You can't otherwise enchant your belt, so you might as well increase your utility a bit. The personal electromagnetic yadayada combined with the exploding bunny really is a powerful combination, and being able to pop out a free cobalt frag bomb every six minutes is useful to any class as a form of CC, whether you're the tanking grabbing another add, or the healer trying to buy yourself a couple seconds for the tank to taunt the mob off you.
* Epic goggles, specifically tailored to your class. For those of us who don't enjoy raiding, that's a lifesaver.
* +45 stam to a helmet, plus the ability to mind control... Granted, it's butt-ugly, but 450 more baseline health, with no reputation grinding... yummy.
* Noise machine: TREMENDOUS tanking trinket. That's effectively 1100 extra health, once a minute. And yes, it procs once a minute. Now, before someone argues that spellpower isn't really useful to anybody but paladins, this is a trinket that you can make yourself: you don't have to grind through the arena, or battlegrounds, or raids, or dungeons. It's especially nice for AOE grinding outside instances. That said, it's even more useful for casters of any kind, especially squishy mages and priests.
* Probably a trinket that will be harder to replace as a tank is the Sonic Booster. I haven't played with it, but I imagine it will proc just as often as the Noise Machine, giving you ten seconds of boosted DPS (that's threat for tanks), and a nice 810 extra base health (all us tanks get about 1k health out of it.)
* Anybody with any combination of engineering, mining, skinning, and blacksmithing should have a Gnomish Army Knife. At a minimum, that's one bag slot freed, and in the case of mining/skinning and engineering, that's four bag slots freed up. Granted, the flint and tinder part is now worthless, and I think that Blizz should add in a Zapthrottle Mote Extractor, Jeweler's Kit and Simple Grinder, but it's still worth its weight in Titanium Ore. (For us engineer/miners, that's 60 ore per bank run, by the way.)
* Speaking of the Zapthrottle Mote Extractor - If you haven't made one, do. Not only does it allow you to extract motes in Outland, but it also allows the extraction of crystalline lots-o-stuff in Northrend. It takes about 3 seconds to zap a cloud, and you get 2-4 bits per cloud. It makes the production of eternals a ton easier, and should allow you to make quite a bit of coin in the process.
* Tranquil Mechanical Yeti. I love this thing. It costs about 60 gold in raw mats, and sells on the AH for 100 g easily. Now, that's not much profit, but you can easily lower the cost by farming the metal and elementals yourself. In addition, uncured rugged hides sell for a few silver a piece on the AH. In the process of farming elemental earth, you'll probably end up with some Deeprock Salt, which you can then turn over to a leatherworker to cure your hides for a nominal fee. If they don't have a Salt Shaker yet, you can probably trade them one in exchange for an extended hide-curing contract
That last point is a very salient one: Engineering costs a ton if you're just looking to level it for the goodies you can make for yourself. But, the key to turning that around is knowing that your profession can turn out items that benefit the greater WoW community. I'm a paladin: None of the ammo or guns or scopes I make are of any use to me, but I can sell them for a tidy profit to hunters and warriors. High-Powered Flashlights are a trinket that is highly in demand among those twinking in the 40-49 bracket because of the 24 hit rating. Healing Injectors can be used by anyone to increase the effectiveness of their potions, which is extremely important with the massive mana and health pools availabile today compared with the amount healed by our best potions. The list goes on and on.
Niche? Nope. You won't be buying multiple Titansteel Destroyers, but you'll keep buying Mammoth Cutters and Healing Injectors.
Gubbi Sep 5th 2009 12:25AM
Picked up Engineering for the first time on a gnome mage I recently levelled and have been having an absolute blast. Had to subsidize it with my main quite a bit although I was maxing out each new tier of goodies as I levelled -- mining certainly helps but some mats can be pricey depending on the server economy.
The flying machine continues to be a great source of fun and amusement and all the other gubbins are neat, yet all told you'll need a lot of storage via the guildbank or bank chars for all the base mats if you want to keep supplies for most things. As regards the recent tweaks, the general mat and cooldown reductions on a bunch of items is handy, e.g. the world enlarger is now on a 15m cd (down from 1h+ IIRC).
I really enjoy the Alarm-o-bots too. They're not exactly disposable now, but are a lot cheaper to make and can be very useful in BG's/World PvP against stealthers. Their functionality has changed slightly too; whereas before they lasted 10 minutes, would follow you around and could be looted for spare parts when they conked out, they now putter about on the same spot, last less than 2m and occasionally fail (like the original), however their reduced cost (and being stackable up to 20) makes up it I'd say. Bringing that drinking rogue out of stealth when they least expect it = win :P
As mentioned, Jeeves is awesome for swapping out gear from the bank, repairing the raid, etc + those cheap scrapbots. Sorting out auctions in Dalaran you feel like you're part of a special club and who can forget the new and improved MAD: only the most stylish noggin accessory this side of Azeroth!
JKWood Sep 5th 2009 2:01AM
Well, I can see your problem - Rogues shouldn't be drinking. No wonder the Alarm-o-bot catches them.
zweitblom Sep 5th 2009 3:46AM
Three words: Gnomish X-Ray Specs (http://www.wowhead.com/?spell=56473)
kidjudas Sep 5th 2009 8:26AM
I do pretty well with the arrows and mammoth cutters in the AH. But what I'd really like is to see is engineers get is a flying mount that could carry three groupies! There are plenty of airplanes in the game lore already. I ground for 3 months to get enough ore to sell for the mechano-hog, I'd be willing to grind more for the plane!
catharsis80 Sep 8th 2009 1:02PM
I'd have to say that I absolutely love having an AH in Dalaran. I can't tell you how useful that is.
Li2 Sep 11th 2009 4:57AM
Anyone have a decent add-on to help with bombs or other cool engineering gadgets. I am leveling my first engineer and keep forgetting to drop bombs.