Engineer
Weapon Sets, Skills & Effects
- Regenerating Mist21Tool belt. Release a mist of healing liquid to regenerate nearby allies.x2Regeneration: 3 s (780 health)Range: 480Combo Field: WaterRegeneration: 6 s
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
-
- Cleansing Burst15Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480Regeneration: 6 s
- 0
- 0
- 0
- DetonateDetonate your mine to damage foes and remove a boon from them.Damage: 304Explosion radius: 180Knockback: 300Combo Finisher: Blast
- 0
- Explosive Rockets20Overcharge your turret to fire explosive rockets.Damage: 1,270Knockdown: 2 sBurning: 3 s (984 damage)Rocket range: 1,200Rate of fire: 4 sRadius: 240Duration: 7
- 0
- 0
- 0
Boons & Effects
Conditions
Control
Fields & Finishers
Combo
Traits
Explosives
- Evasive Powder KegCreate a bomb when you dodge.
-
- 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.
-
- 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.
-
- 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.
-
- 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.
-
- 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.
-
- 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.
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.
-
- 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.
-
- 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.
-
- 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 18262 (+2340)
- Vitality 1234 (+234)
- Armor 2298 (+234)
- Toughness 1234 (+234)
- Attack 3680 (+1475)
- Power 2475 (+1475)
- Critical Hit 36% (+36%)
- Precision 1674 (+674)
Secondary Stats
- Bleeding Duration 33% (+33%)
- Chill Duration (self) -33% (+-33%)
- Condition Duration (self) -20% (+-20%)
- Cripple Duration (self) -33% (+-33%)
- Critical Damage 44% (+44%)
- Damage 1205 (+0%)
- Defense 1064 (+0)
- Ferocity 674 (+674)
- Immobilize Duration (self) -33% (+-33%)
- Magic find 20% (+20%)
- 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.)Armor, Trinkets & Upgrade Items
Armor & Runes
Armor Stat Totals
- Defense 1064
- Power 594
- Might Duration 10%
- Condition Duration (self) -20%
- Precision 299
- Ferocity 299
Rune Bonuses
Superior Rune of Hoelbrak- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
Accessories & Jewels
Accessory Totals
- Power:642
- Precision:204
- Ferocity:204
- Toughness:234
- Vitality:234
- Magic find:20%
Weapon Set Sigils
Weapon Set I
Sigil of Superior Strength60% chance to apply might for 10s on critical. (Cooldown 1 second)
Sigil of Superior BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Water Weapon I
Water Weapon II
Link to this Build