Engineer
Weapon Sets, Skills & Effects
- Toss Elixir H½ 25Tool belt. Toss Elixir H to randomly grant protection, regeneration, or swiftness to allies.Protection: 5 sVigor: 10 sRegeneration: 10 s (1300 health)Radius: 240Range: 900Regeneration: 6 s
Boons & Effects
Conditions
Control
Fields & Finishers
Combo
Traits
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.
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.
Stats
Primary Stats
- Health 15922 (+0)
- Vitality 1000 (+0)
- Armor 2964 (+900)
- Toughness 1900 (+900)
- Attack 2380 (+175)
- Power 1175 (+175)
- Critical Hit 47% (+47%)
- Precision 1900 (+900)
Secondary Stats
- Bleeding Duration 33% (+33%)
- Boon Duration 20% (+20%)
- Burning Duration 20% (+20%)
- Chill Duration (self) -33% (+-33%)
- Condition Damage 1200 (+1200)
- Cripple Duration (self) -33% (+-33%)
- Damage 1205 (+0%)
- Defense 1064 (+0)
- Immobilize Duration (self) -33% (+-33%)
- Might Duration 10% (+10%)
- Movement Speed 25% (+25%)
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
- Might Duration 10%
- Burning Duration 20%
Rune Bonuses
PvP Rune of the Fire- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Burning Duration; when struck below 80% health, you gain a fire aura for 5 seconds. (Cooldown: 60 seconds)
Accessories & Jewels
Accessory Totals
- Precision:900
- Toughness:900
- Condition Damage:1200
Weapon Set Sigils
Weapon Set I
Sigil of Superior Air50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Sigil of Superior Fire50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Water Weapon I
Water Weapon II
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