Engineer
Weapon Sets, Skills & Effects
- Healing Mist29¾Tool belt. Vent a healing mist, granting regeneration to yourself and allies.Regeneration: 10 s (1300 health)Radius: 240Break StunVigor: 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: WaterRegeneration: 6 sVigor: 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
- Magnetic InversionRelease the magnetic field to push back nearby foes.Damage: 76Knockback: 300Combo Finisher: Blast
- 0Vigor: 2 sSwiftness: 20 s
- Throw Shield¾Throw your charged shield. Dazes foes it hits on the way out and back.Daze: 1 sDamage: 151Combo Finisher: ProjectileRange: 900
- 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: 480Regeneration: 6 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
- Overcharge Supply CrateOvercharge supply crate's turrets.
- 0Vigor: 2 sSwiftness: 20 s
Boons & Effects
Conditions
Control
Fields & Finishers
Combo
Traits
Alchemy
- Hidden FlaskDrink an elixir B when struck while below 75% health.
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- Protection InjectionGain 3s of protection when you are disabled. This trait has a 5 second internal cooldown.
- Health InsuranceWhile using Med Kit your outgoing healing to others is increased by 15%.
- TransmuteIncoming conditions have a 100% chance of being converted into a boon. This trait has a 15 second internal cooldown.
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- Inversion EnzymeElixir Gun abilities which remove conditions now convert them into boons instead.
- Self-regulating DefensesWhen struck below 25% health you consume an Elixir S.
- Backpack RegeneratorWhile using a kit you passively recover health.
- Alchemical TincturesElixirs remove a condition from affected allies. Boons you apply last 20% longer.
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- HGHElixirs grant 2 stacks of might for 20s, have 20% reduced recharge, and have 20% increased duration.
- Stimulant SupplierDrop a stim pack when you use a heal skill. This trait has a 10 second internal cooldown.
- Iron BloodedIncoming damage is reduced by 2% for every boon on you.
Inventions
- Cleansing SynergyWhen you use a healing skill you emit a cleansing pulse to nearby allies, removing a damaging condition from them. This trait has a 10 second internal cooldown.
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- Over ShieldShield skills recharge 20% faster and grant 4s of protection to nearby allies.
- Automated Medical ResponseAll heal skills recharge when struck while you are below the health threshold.
- Autodefense Bomb DispenserDrop a smoke bomb when you are disabled. This trait has a 30 second internal cooldown.
- Heal ResonatorWhen you use a healing skill you grant 6s of regeneration to nearby allies.
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- Experimental TurretsTurrets apply boons to allies around them every 10 seconds.
- Soothing DetonationWhen you combo a blast finisher nearby allies are healed.
- Mecha LegsYour movement speed is increased by 25%. The duration of cripple, chill and immobilize on you is reduced by 33%.
- Energy AmplifierWhile under the effects of regeneration you gain up to 250 Healing power.
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- Advanced TurretsTurrets receive 33% less damage. Turrets reflect missiles for 4s after created.
- Bunker DownWhen you critically hit create a mine and a med pack at your location. This trait has a 2 second internal cooldown.
- Medical Dispersion FieldYou heal nearby allies for 20% of whatever you heal yourself.
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 24922 (+9000)
- Vitality 1900 (+900)
- Armor 2125 (+0)
- Toughness 1000 (+0)
- Attack 1969 (+0)
- Power 1000 (+0)
- Critical Hit 47% (+47%)
- Precision 1900 (+900)
Secondary Stats
- Boon Duration 40% (+40%)
- Damage 969 (+0%)
- Defense 1125 (+0)
- Endurance Regeneration 50% (+50%)
- Healing Power 1375 (+1375)
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
- Healing Power 175
- Boon Duration 20%
Rune Bonuses
PvP Rune of the Water- Healing Power: 25
- Boon Duration: 5%
- Healing Power: 50
- 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
- Healing Power: 100
- +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Accessories & Jewels
Accessory Totals
- Precision:900
- Vitality:900
- Healing Power:1200
Weapon Set Sigils
Weapon Set I
Superior Sigil of Purity60% chance to remove a condition on hit. (This effect cannot trigger more than once every 10s)
Sigil of Superior Water30% chance to Heal nearby allies on hit. (This effect cannot trigger more than once every 5s)
Water Weapon I
Water Weapon II
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