Machinist is a Specialty Constructor Hero available in the game. The number of perks and abilities depends on the hero's maximum evolution and level. Machinist makes awesome bases. Line objective with flat walls, wall launchers, and a decent overhead or floor trap. Sit on top and snipe sploders, lobbers, smashers and blasters. Power modulation in tactical gives her the second strongest walls in the game
|Automated Defenses||8||Increases BASE connectivity by 1 building piece.|
|Electrified Floors||12||Enemies within the area affected by B.A.S.E. take damage every 2 seconds.|
Base Damage 3 energy damage.
|Creative Engineering||★Evo||Increases build speed by 10%. Reduces building cost by 10%.|
|Kinetic Overload||★★★Evo||Damage type is considered plasma as well as energy. Critical hits with hardware melee weapons trigger a Kinetic Overload, dealing additional damage and knockback to the target. Can trigger once every 6 seconds.|
|Lofty Architecture||25||Increases health of buildings within area of B.A.S.E. by 15%.|
|Overclocked Traps||18||Decreases reload rate for all traps within the BASE range by 30%.|
|Tough Traps||15||Increases trap durability by 25%.|
|Recycling||30||For every 5 buildings of a type, B.A.S.E. generates 1 resource every 60 seconds.|
The B.A.S.E. can store a maximum of 150 of each resource.
Interact with B.A.S.E. to collect.
|Supercharged Traps||5||Increases damage done by all traps within the BASE range by 30%.|
|B.A.S.E.||2||The B.A.S.E. alters the matter of connected building pieces.|
Affected walls will deal a base of 4 energy damage to any enemy that attacks them in melee.
Attached structures gain 12% damage resistance.
Extends 4 segments from placement.
Only one BASE can be active at a time.
|DECOY||★★Evo||Deploys a DECOY which will distract all enemies within a 1.5 tile radius for 12 seconds.|
|Plasma Pulse||1||Deploys a device which emits exploding Plasma Pulses every 0.5 seconds for 10 seconds|
When place into a squad slot around the Hero screen, a constructor can give either a passive assistance or tactical bonus. Some demand a particular Principal Hero to make use of. Abilities which have percentages change depending on the star level.
|Tough Traps||Increases trap durability by 10%/15%/20%.|
Move more than Controller, Machinist Harper is her right here and she brings with he a lot of excellent tricks. Added in for the Horde Bash event, Machinist Harper uses her BASE to supercharge traps. This implies your fort isn't only reinforced, but any traps in the area will also have elevated killing energy. Machinist Harper comes in Rare, Epic, and Legendary rarity.
Machinist Harper Base Stats:
Health – 645
Health Regen – 16
Shield – 252
Shield Regen – 63
Movement Speed – 329
Sprint Speed – 495
Machinist Harper Squad Bonus:
Tough Traps – Increase trap durability by 25%. Support bonuses are applied to your primary Hero when this Hero is in your Support Slot.
Machinist Harper Abilities
Creative Engineering – Increases build speed by 10%. Reduces building cost by 10%.
Plasma Pulse – Costs 40 Energy. 45 second cooldown. Damage – 382.5 Plasma Energy damage. Deploys a device which emits exploding Plasma Pulses every .5 seconds for 10 seconds.
BASE – Costs 100 Energy. 4 second cooldown. The BASE alters the matter of connected building pieces. Affected walls will deal a base of 4 Energy damage to any enemy that attacks them in Melee. Attached structures gain 12% damage resistance. Extends 3 tiles from placement. Only one BASE can be active at a time.
Supercharged Traps – Increases the damage done by all traps within BASE range by 30%.
Automated Defenses – Increases BASE connectivity by 1 tile.
DECOY – Costs 30 Energy. 60 second cooldown. Deploys a DECOY which will distract all enemies within a 1.5 tile radius for 12 seconds.
Electrified Floors – Enemies within the area affected by BASE take damage every 2 seconds. Base damage – 3 Energy damage.
Tough Traps – Increase trap durability by 25%.
Overclocked Traps – Increases reload speed for all traps within BASE range by 30%
Kinetic Overload – 6 second cooldown. Damage – 239 Energy damage. Damage type is considered Plasma as well as Energy. Critical hits with hardware melee weapons trigger a Kinetic Overload, dealing additional damage and knockback to the target. Can trigger once every 6 seconds.
Lofty Architecture – Increases Health of buildings within area of BASE by 15%.
Recycling – For every 5 buildings of a type, BASE generates 1 resource every 60 seconds. The BASE can store a maximum of 150 of each resource. Interact with BASE to collect.