Engineer
Weapon Sets, Skills & Effects
- Throw Wrench½ 14½Tool belt. Throw your wrench so that it returns to you, striking foes each way. Repair any turrets that the wrench hits.Damage: 244Combo Finisher: ProjectileRange: 900Vigor: 2 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- Regenerating Mist17¾Tool belt. Release a mist of healing liquid to regenerate nearby allies.x2Regeneration: 3 s (780 health)Range: 480Combo Field: WaterVigor: 2 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
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- Cleansing Burst15Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- Automatic Fire30Overcharge your rifle turret to fire a burst of bleeding shots.Rate of fire increase: 50%Bleeding: 3 s (128 damage)Duration: 5
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
- 0Vigor: 2 sSwiftness: 20 s
Boons & Effects
Conditions
Control
Fields & Finishers
Combo
Traits
Explosives
- Evasive Powder KegCreate a bomb when you dodge.
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- GrenadierIncreases your throw velocity of grenades by 100%. Increases the blast radius of grenades by 60.
- Explosive DescentYou take 50% decreased damage from falling. When you take fall damage release a barrage of grenades.
- Glass CannonDeal 5% increased damage while above 90% health
- Steel-Packed PowderYour explosions cause 5s of vulnerability.
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- Aim-assisted RocketYou have a 33% chance when striking a foe to target them for a seeker rocket. This trait has a 10 second internal cooldown.
- Shaped ChargeYou deal 5% increased damage to foes affected by vulnerability.
- Short FuseYour bombs explode faster and bomb skills recharge 20% faster.
- Explosive PowderExplosions deal 10% more damage. Your turrets explode, dealing damage and knocking back nearby foes when destroyed.
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- Siege RoundsOrbital Strike comes down an additional time one second after the first strike. Mortar Kit ability effects last 40% longer.
- ShrapnelYour explosions have a 15% chance to cause 12s of bleeding and 2s of cripple.
Firearms
- SharpershooterYour critical hits have a 33% chance to cause 4s of bleeding.
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- Chemical RoundsYour pistol skills have 50% increased condition duration.
- Heavy Armor ExploitYour critical hits have a 50% chance to grant you 3s of swiftness and cause 3s of vulnerability.
- High CaliberYou have a 10% increased chance to critically strike nearby foes.
- Hematic FocusYou have a 10% increased chance to critically strike foes affected by bleeding.
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- Pinpoint DistributionYou gain 10% of your precision attribute as condition damage.
- Skilled MarksmanYou attack 10% faster with rifle or harpoon gun and those skills recharge 20% faster.
- No ScopeYour critical hits on nearby foes have a 100% chance to grant you 4s of fury. This trait has a 10 second internal cooldown.
- Serrated SteelBleeding you apply lasts 33% longer.
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- JuggernautGain a stack of might for 15s and a stack of stability for 3s every 3 seconds while using the Flamethrower.
- Modified AmmunitionDeal 2% additional damage per condition on your foe.
- Incendiary PowderYour critical hits inflict 4s of burning. Burning you apply lasts 33% longer. This trait has a 10 second internal cooldown.
Tools
- Optimized ActivationUsing a toolbelt skill grants 2s of vigor.
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- Static DischargeDischarge a bolt of lightning when you activate a toolbelt skill.
- Reactive LensesWhen blinded or disabled you activate utility goggles.
- Power WrenchTool kit skills recharge 20% faster and deal 10% more damage. Turret repairing abilities are 100% more effective.
- Mechanized DeploymentYour toolbelt skills recharge 15% faster.
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- Steamlined KitsEquipping a kit creates and attack or spell and grants you 20s of swiftness. This trait has a 20 second internal cooldown.
- Lock OnStriking a foe in stealth analyzes them, revealing them and inflicting them with 10 stacks of vulnerability for 8 seconds. This trait has a 20 second internal cooldown.
- Takedown RoundStriking a foe above 50% health places a delayed explosive at their location. This trait has a 10 second internal cooldown.
- Excessive EnergyDeal 10% more damage while your endurance is above 90%.
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- Kinetic ChargeAfter evading a strike the next toolbelt skill you use is recharged instantly. This trait has a 20 second internal cooldown.
- Adrenal ImplantEndurance regeneration is increased by 50%.
- GadgeteerGain static charges when struck. At 5 charge levels your next gadget skill use is overcharged and recharges 50% faster.
Stats
Primary Stats
- Health 15922 (+0)
- Vitality 1000 (+0)
- Armor 2064 (+0)
- Toughness 1000 (+0)
- Attack 3580 (+1375)
- Power 2375 (+1375)
- Critical Hit 53% (+53%)
- Precision 2025 (+1025)
Secondary Stats
- Bleeding Duration 33% (+33%)
- Critical Damage 60% (+60%)
- Damage 1205 (+0%)
- Defense 1064 (+0)
- Endurance Regeneration 50% (+50%)
- Ferocity 900 (+900)
- Swiftness Duration 30% (+30%)
Active Stat Bonuses
Active Boons
(Click to activate a Boon or change the Intensity amount.)World vs World Bonuses
(Click to activate bonus and change the Intensity amount.)Runes, Sigils, Accessories & Jewels
Armor & Runes
Rune Stat Totals
- Power 175
- Swiftness Duration 30%
- Precision 125
Rune Bonuses
PvP Rune of the Pack- Power: 25
- Swiftness Duration: 10%
- Power: 50
- 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
- Power: 100
- +20% Swiftness Duration; +125 Precision
Accessories & Jewels
Accessory Totals
- Power:1200
- Precision:900
- Ferocity:900
Weapon Set Sigils
Weapon Set I
Sigil of Superior Fire50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Sigil of Superior Air50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Water Weapon I
Water Weapon II
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