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Penny’s Workbench: Guide to Constructor Roles (Part 2)

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Hello again! This is a continuation of my Guide to Constructor roles, the first part of which can be found here – so I'll just paste the breif foreword from the original post again, and then pick up right where the first one left off, at Machinist.


There are 3 different roles Constructors can fill, and 3 archetypes they fall under, that fill those roles. They are:

DPS Constructors: These are Constructors with skillsets focused on combat, laying down loads of damage, and clearing enemies. Similar to Outlanders focused on Fragments, or soldiers and ninjas in general. There are both weapon focused and ability focused DPS constructors.

BASE Constructors: These are the building, trap tunnel and AFK, solo an SSD, never lose a wall, don't even need to shoot Constructors. Their job is to build the base, buff it with BASE, protect the walls, and hold down the fort. They are distinctly not advantaged in combat, and the strength of their kit lies heavily in what they do for the BASE.

Crowd Control (or, CC) Constructors: These are the constructors that don't necessarily rely on a BASE, and don't necessarily just mow down hordes of enemies. Their job is to impair, hinder, weaken, distract, and control enemies. They can do this with status effects, abilities, or even their BASE. Recently popularized by a certain subclass' buff and endgame viability in Challenge the Horde, CC Constructors are not to be discounted.


This post contains only HALF of all the Constructor subclasses. Going alphabetically, this one has Machinist through Warden – the second half of the alphabet. For the first half, refer to the original post, by clicking here



Machinst (Harper, Thora)

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DPS: C

Base: A

CC: B

Machinist is all about powering up Traps with BASE, which by itself puts is easily in contention for the strongest Base constructor in most mission types. It pulls ahead of HeavyBASE, PowerBASE, and even MEGABASE in Base utility – having any traps in its BASE range deal more damage, reload faster, and have increased durability. The advantage Machinist holds over other Base constructors is pushed further, by having access to Electrified Floors and Lofty architecture too; adding DPS utility, and furthering its superiority in the Base role. Machinist also gets Decoy – which is easy and reliable CC utility. The only shortcoming of the class is it's smaller BASE size; at only +1, it can't cover as much area copared to the other top choices for a Base role.


MEGABASE (Kyle):

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DPS: D

Base: A

CC: D

MEGABASE is all about having the biggest, beefiest BASE possible – and it accomplishes that. With the largest possible BASE size at +4, Nobody surpasses MEGABASE in his BASE Range. He epitomizes the Base role by also imbuing the massive amount of structures his BASE covers with Lofty Architecture and Fully Contained, increasing building health and damage reflected. MEGABASE can build out onto the ground a considerable distance away from objectives, and still have his BASE afflicting enemies with Electrified Floors to boot, dampening the amount of enemies that need to be dealt with at all and adding mild DPS utility. While he excels at his Base role, he is vere specialized – and his skills have little overlap into either other Constructor roles. Still, the class does what it aims to do, and very well.


Plasma Specialist (Izza, Penny):

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DPS: B

Base: D

CC: E

Plasma Specialist is entirely centered around the Plasma Pulse ability, which unfortunately, is its greatest issue. Without Decoy, any Bull Rush buffs, or Hammer / weapon perks, playing this subclass as a CC constructor isn't very feasible. It also lacks almost any Base role utility, having the smallest BASE possible, and only having recycling for it; making a Base role for Plasma Specialist also largely ineffective. All that the Plasma Specialist is left with, is functioning as a DPS Constructor. But again, it's centered entirely around Plasma Pulse. Its Plasma Pulse is the best possible in the game, but even with all the perks it has – the uptime, damage, and utility of this ability is still not enough to push the class to succeed in a DPS role – and certainly not entice you to pick it over other DPS constructors.

It is worth noting, I.F.F. Coding was nerfed some time ago, changing the perk from giving the Plasma Specialist 150% shield as soon as Plasma Pulse was used, to just restoring shield for 2 seconds at 20% of its normal rate when an enemy is killed by Plasma Pulse. This was a surprisingly dramatic nerf actually; as the previous function of I.F.F. coding let Plasma Specialist survive in hordes of enemies for extended amounts of time, getting a massive chunk of shield every time Plasma Pulse came off cooldown. Now, the great combat / melee sustain of the class has been stripped away, leaving it very underwhelming.


PowerBASE (Knoxx, Penny, Kyle):

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DPS: D

Base: A

CC: D

Very similar to MEGABASE in a number of ways, PowerBASE is focused on having a massive beefy base as well, but with different utility. Having the maximum size BASE at +4, along with Safety Protocols, Fully Contained, and the invaluable self-healing Power Modulation gives PowerBASE a very secure spot as a top Base Constructor. Where MEGABASE has Electric Floors over PowerBASE, PowerBASE has Decoy over MEGABASE. This gives it slightly better CC, and the Recycling PowerBASE has over MEGABASE is debatably more valuable than the Fast Build MEGABASE gets.


Riot Control (Izza, Hazard):

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DPS: B

Base: F

CC: B

Riot Control is in a very similar vein to Sentinel in role, combining Decoy with Plasma Pulse to blend DPS functionality with CC. Its Decoy is good when it's up, benefitting from You're Coming with Me as well as Going and Going – but it does lack Grease the Wheels for cooldown reduction. Riot Control's Plasma Pulse is also commendable, Plasma Pulse Blast giving it immediate damage for enemies grouped by Decoy. It misses out on Power Pulse however, so even with Plasma Overdrive and reduced cooldown, it may not pull its weight in the kit overall. The technique of pulling things in with Decoy and melting them down with Plasma Pulse may be better executed by Sentinel, who seems to have the exact perks for optimally doing this – but Riot Control is certainly not a slouch, and can work around its different utility to still do a similar job. It doesn't have much for working as a Base Constructor, but it's really not trying to.


Sentinel (Hype):

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DPS: B

Base: F

CC: A

Sentinel takes all the best parts of Controller's kit, and combines it with a plasma pulse specialization, to CC just as effectively as Controller. It may be surprising due to the lack of popularity or representation, but Sentinel does in fact have the same Decoy uptime as Controller, and attract radius. The main difference between the two classes is Sentinel's focus on Plasma Pulse. Despite how weak the ability usually is, it does synergize with what Sentinel does with Decoy. This actually gives Sentinel slightly better DPS capability than Controller, although it does forego Firewall and some tertiary Decoy perks, like I'm just not user-friendly and Get ready for a surprise. Also similar to Controller, Sentinel has absolutely nothing in its kit to function as a Base constructor.


Tank (Penny):

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DPS: B

Base: F

CC: B

Tank is the beefiest, punchiest melee class in the game – and absolutely bullies husks as a surprisingly effective DPS and CC hybrid class. With hardware base damage, crit rating, and crit damage skills built into its kit – few subclasses of any class reach the specialization into melee DPS Tank does. It pulls melee DPS off with unrivaled survivability too, thanks to Sheilded, Healthy, and Firewall – making it the absolute bulkiest Hero possible, and occasionally preventing it from being surrounded and mobbed by large crowds. The real value of Tank, and its secret weapon for the CC role it can fill, is its unique ability Nice and Slow. Any melee critical hits / Kinetic Overloads Tank lands on an enemy apply a 40% slow (previously 60%, before it was nerfed) for 5 seconds. This will stack with any snare or affliction applied by a melee weapon, allowing Tank to be the only class that can afflict husks with every status in the game in 1 hit. Speccing for CC on Tank can be highly lucrative; Punchy in the support slot will let it stun everything it hits with a high impact hammer, slowing anything it hits with Kinetic Overload – and snaring them if your hammer has it as well. Tank very much appreciates builds with bottlenecks / chokepoints, since its usefulness as DPS or CC is entirely dependent on how many enemies it has within melee range. It's not Base constructor at all, and like many CC or DPS Constructors, has no means to function as such.


Vintage-Tech (Penny):

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DPS: C

Base: F

CC: C

Vintage-Tech wants to be a DPS CC Hybrid as well, but it tries to do this with abilities rather than weapons – the folly of that being the ability it focuses on is Plasma Pulse. Vintage-Tech has a very damaging Plasma Pulse, but its duration (as a minefield) and cooldown limit its viability far too much. It can try to function like a Sentinel Class, but its Decoy isn't as powerful, and its Plasma Pulse may have higher burst damage, but it can affect less enemies and has less uptime. Unfortunately unless this class receives a direct buff, it is best suited for recreational use – as it is not just outclassed by other classes, but just doesn't feel powerful enough compared to the average hero.


Warden (Kyle):

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DPS: C

Base: C

CC: C

Warden is perhaps the least specialized hero, but the most diverse in skillset – giving it the most options out of any constructor to utilize, and still be helpful. It has Base Utility in a +1 area of coverage, and its extremely unique BASE MD ability, healing all heroes inside the area of that BASE. Exit Plan contributes to its ability in a Base role, but also bridges its skillset into DPS and CC functions. In those roles, Warden has its Hearty Blows skill to keep it healing in melee combat, where it has Kinetic Overdrive, an upgraded Bull Rush, and the Bull Crush ability – which bolsters melee damage after Bull Rush, to bank on for reliable damage and CC. The Warden's weakest area may be its Base capability, but because of how Exit Plan works, its CC and DPS skills are put towards its Base role as well. Not to be overlooked, Warden is certainly more viable than the amount of people playing it would indicate.


Well that's all mates – I hope this has provided some insight into some classes people were thinking of picking up, maybe already had but overlooked, or completely discounted! There's certainly a lot more than what people are using that's viable as far as constructors go – and of course we could always use more constructors in general! Thanks for reading, may all of your teammates understand what role your Constructor fills – and have fun!


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