Engineer sPvP | Tournament Pistol/Pistol | Farpoint assaulter Panzerbeasts Condi Eating Necro Destroyer.

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Summary

Do you hate the current condi meta?

 

Do Necros, other condi engi's, Spirit rangers and condi warriors make you want to peel your eyes out of your head.

 


This build is meant to excel in point defence and be pretty much undefeatable 1v1 vs condi classes.

 

The build revolves around the automated response trait and has several other "activate at 25% health traits"

 

Note for automated response to work you have to first cleanse all conditions below 25% health, only then will you recieve a 100% reduction in condition duration.


I. Weapons and Skills

PvP Pistol
  • Weapon Strength: 876-1029
PvP Pistol
  • Weapon Strength: 876-1029
PvP Harpoon gun
  • Weapon Strength: 905-1000
  • Toss Elixir H½ 25
    Tool belt. Toss Elixir H to randomly grant protection, regeneration, or swiftness to allies.
    Protection: 5 sVigor: 10 sRegeneration: 10 s (1300 health)Radius: 240Range: 900
    • 0
  • Incendiary Ammo50
    Tool belt. Burn foes with your next three attacks.
    • 0
  • Healing Mist35
    Tool belt. Vent a healing mist, granting regeneration to yourself and allies.
    Regeneration: 10 s (1300 health)Radius: 240Break Stun
    • 0
  • Toss Elixir C25
    Tool belt. Toss Elixir C, converting one condition to a random boon for allies.
    Duration: 5Radius: 180Range: 900
    • 0
  • Med Pack Drop
    Tool belt. Call down a supply drop of med packs into the target area.
    • 0
  • Explosive Shot½
    Fire a shot that explodes on impact, bleeding nearby foes.
    Damage: 118Bleeding: 3 s (85 damage)Radius: 120Combo Finisher: Projectile (20% chance)Range: 900
    • 0
    • 0
  • Poison Dart Volley10
    Fire a volley of darts that poison foes.
    Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
    • 0
    • 0
  • Static Shot15
    Discharge a lightning shot that bounces between multiple foes, blinding and confusing them.
    Damage: 134Blind: 3 sx2Confusion: 3 s (130 damage on skill use)Number of bounces: 4Range: 900
    • 0
    • 0
  • Blowtorch½ 15
    Unleash flames from your pistol to burn foes. Deal more damage the closer you are.
    Damage at 200 distance (3x): 333Damage at 600 distance: 111x3Burning at 200 distance: 2 s (1968 damage)Burning at 600 distance: 2 s (656 damage)Range: 600
    • 0
    • 0
  • Glue Shot½ 30
    Coat the target area with a glue puddle that immobilizes foes on impact, then cripples foes that remain within.
    Immobilized: 1 sCrippled: 1 sGlue puddle duration: 6UnblockableRadius: 240Range: 700
    • 0
    • 0
  • Elixir H1 25
    Elixir. Drink Elixir H to heal yourself and randomly gain protection, regeneration, or swiftness.
    Healing: 5,560Regeneration: 10 s (1300 Health)Protection: 5 sSwiftness: 10 s
    • 0
  • Flamethrower
    Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
    • 0
  • Elixir Gun
    Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
    • 0
  • Elixir C½ 40
    Elixir. Drink Elixir C, converting all conditions into random boons.
    Duration: 5
    • 0
  • Supply Crate1 180
    Request a massive supply drop, complete with turrets and bandages.
    Damage: 244Stun: 2 sRadius: 240Combo Finisher: BlastRange: 1,200
    • Overcharge Supply Crate
      Overcharge supply crate's turrets.

Weapon and Skill Details

I took Pistol/Pistol because this is actually meant to be more to the damage side rather than bunker, however if you want to be full on LOL IMMORTAL then simply switch out to Shield and replace FT with Toolkit.

 

I took Elixir C instead of B because with the amount of condi's you'll be receiving in the current meta you will more than likely have the same amount of boons activating it.

 

This build focuses on becoming borderline immortal at 25% and really making necros go mental when they realise suddenly they are doing no damage.

 

Flamethrower is to stack toughness and burns whilst also stacking might, good knockback, aoe blind, fire field. This build isn't just sticking in FT forever, its simply stacking Might until you run into someone.

 

Elixir Gun for Super elixir, weakness, Lightfield ( for condi removal with pistol and EG1 ), Blast finisher area retaliation as well as more condis.

 

Pistol skills are pretty self explanatory.

 

Elixir C can be swapped out for your choice.


II. Traits

Adept Master Grandmaster

Trait Details

10 in explosives for Incendary power, unfortunately our damage seems to lack without it and in this Condi build we seem to be able to do nice sustained damage.

 

20 In firearms to get Juggernaut, Fireforged trigger is a must so you can keep almost every skill on cooldown and maximise the Conditions on your foe, Sharpshooter and Target the week are again more damage boosts.

 

10 in Inventions for another 25% health trigger for regeneration and cloaking device to maximise your survivability and generally annoy people.

 

30 in alchemy as this is where the bulk of your build is going to come from, Hidden flask keeps up more boons when you randomly need them or you get stripped and bursted. Self regulating defenses is what is going to save you and initiate god mode. Transmute is just badass, end of. Deadlymixture to support FT/EG, Energy Conversion Matrix rules because in this build you will have an insane amount of upkeep on boons in the current meta, they will literally trigger every few seconds. Automated response is the CORE to this build. It will keep you alive vs condi classes forever if you stay below 25% hp, make sure you cleanse all conditions below 25% health to trigger it.

 

The following happens, at 25% Self Regulating Defenses triggers, as well as regeneration to keep you alive just enough to stay under 25%, as soon as that comes off you either need to use Elixir C to cure conditions and make boons or switch to Elixir Gun, put down super elixir and simple sit on the target with EG 1 and apply weakness, you seriously will be immortal 1v1.

 


III. Stat Specifics & Effects

Primary Stats

  • Health 18922 (+3000)
  • Vitality 1216 (+300)
  • Armor 3080 (+1100)
  • Toughness 2016 (+1100)
  • Attack 2045 (+100)
  • Power 1016 (+100)
  • Critical Hit 52% (+52%)
  • Precision 2016 (+1100)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Condition Damage 1676 (+1676)
  • Condition Duration 10% (+10%)
  • Damage 1029 (+0%)
  • Defense 1064 (+0)
  • Healing Power 100 (+100)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

Stat and Effect Details

With this we take the rabid amu and gem, simply put, crit, condi damage and toughness meaning you can eat the white hits under 25% and obviously hold your own versus power classes.

 

Personally i take Runes of the Undead to maximise my condi damage and survival, however if you want you can switch to runes of lyssa for maximum condi survival.a


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Rune Stat Totals

  • Condition Damage 175
  • Toughness 100

Rune Bonuses

PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Accessories & Jewels

Rabid Amulet
  • Precision: 900
  • Toughness: 900
  • Condition Damage: 1200
delete
  • Condition Damage: 0
  • Precision: 0
  • Toughness: 0

Accessory Totals

  • Precision:900
  • Toughness:900
  • Condition Damage:1200

Weapon Set Sigils

PvP Pistol
  • Weapon Strength: 876-1029
PvP Pistol
  • Weapon Strength: 876-1029
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Weapon Set I

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Sigil of Minor Corruption

You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

PvP Harpoon gun
  • Weapon Strength: 905-1000
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Water Weapon I

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Upgrade Item Details

Sigil of battle for more power/condi damage and Minor corruption for condi stacking.


V. Basic Gameplay


Main Skill Rotation

Incendiary Ammo50
Tool belt. Burn foes with your next three attacks.
Static Shot15
Discharge a lightning shot that bounces between multiple foes, blinding and confusing them.
Damage: 134Blind: 3 sx2Confusion: 3 s (130 damage on skill use)Number of bounces: 4Range: 900
Poison Dart Volley10
Fire a volley of darts that poison foes.
Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
Glue Shot½ 30
Coat the target area with a glue puddle that immobilizes foes on impact, then cripples foes that remain within.
Immobilized: 1 sCrippled: 1 sGlue puddle duration: 6UnblockableRadius: 240Range: 700
Blowtorch½ 15
Unleash flames from your pistol to burn foes. Deal more damage the closer you are.
Damage at 200 distance (3x): 333Damage at 600 distance: 111x3Burning at 200 distance: 2 s (1968 damage)Burning at 600 distance: 2 s (656 damage)Range: 600
Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Air Blast12
Push back foes and projectiles with a hot air blast.
Burning vs burning: 2 s (656)Knockback distance: 400Range: 300
Flame Blast½
Fire a napalm ball that rolls through foes and explodes.
Damage: 281Blast damage: 654Blast radius: 240Range: 600
Flame Blast Detonate
Detonate your napalm ball.
Blast Damage: 569Blast Radius: 240
Smoke Vent16
Vent smoke from your flamethrower, blinding nearby foes.
Blind: 5 sRadius: 180
Elixir Gun
Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
Fumigate
Spray a cone of elixir fumes, inflicting poison and vulnerability to foes and curing conditions on allies with every strike
Damage (5x): 150x5Poison: 1 s (420 damage)x5Vulnerability: 6 sRange: 450
Super Elixir½ 16
Elixir. Launch an elixir orb, healing allies on impact and creating an area of continual healing.
Impact heal: 1400Pulse heal: 240Duration: 10Radius: 240Combo Field: LightRange: 900
Acid Bomb¼ 12
Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
Damage: 319Duration: 5Radius: 180Combo Finisher: Blast
Tranquilizer Dart¾
Fire a dart that bleeds and weakens foes.
Damage: 150Weakness: 1 sBleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900

The main skill rotation is just based on pure control, condition application and disabling the enemy, there is pretty high upkeep on blindness and confusion as well as a knockback and disengages.


Almost Infinite Condition Removal

Elixir Gun
Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
Super Elixir½ 16
Elixir. Launch an elixir orb, healing allies on impact and creating an area of continual healing.
Impact heal: 1400Pulse heal: 240Duration: 10Radius: 240Combo Field: LightRange: 900
Tranquilizer Dart¾
Fire a dart that bleeds and weakens foes.
Damage: 150Weakness: 1 sBleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900

Spam this to remove Conditions.


Enemy Lockdown

Supply Crate1 180
Request a massive supply drop, complete with turrets and bandages.
Damage: 244Stun: 2 sRadius: 240Combo Finisher: BlastRange: 1,200
Static Shot15
Discharge a lightning shot that bounces between multiple foes, blinding and confusing them.
Damage: 134Blind: 3 sx2Confusion: 3 s (130 damage on skill use)Number of bounces: 4Range: 900
Glue Shot½ 30
Coat the target area with a glue puddle that immobilizes foes on impact, then cripples foes that remain within.
Immobilized: 1 sCrippled: 1 sGlue puddle duration: 6UnblockableRadius: 240Range: 700
Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Smoke Vent16
Vent smoke from your flamethrower, blinding nearby foes.
Blind: 5 sRadius: 180
Air Blast12
Push back foes and projectiles with a hot air blast.
Burning vs burning: 2 s (656)Knockback distance: 400Range: 300
Elixir Gun
Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
Super Elixir½ 16
Elixir. Launch an elixir orb, healing allies on impact and creating an area of continual healing.
Impact heal: 1400Pulse heal: 240Duration: 10Radius: 240Combo Field: LightRange: 900
Acid Bomb¼ 12
Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
Damage: 319Duration: 5Radius: 180Combo Finisher: Blast
Static Shot15
Discharge a lightning shot that bounces between multiple foes, blinding and confusing them.
Damage: 134Blind: 3 sx2Confusion: 3 s (130 damage on skill use)Number of bounces: 4Range: 900

This can pretty much keep an enemy controlled for nearly 20 seconds.

 

Drop supply crate on them stunning them, pistol 3 for blindness and confusion, pistol 5 for cripple and immobilise, Switch to FT run in melee, FT 5 to blind then 3 for knockback, Switch to EG, EG 5 for light fieled then 4 for a relation blast finisher so they hit themself then repeat.


BURN BURN BURN

Incendiary Ammo50
Tool belt. Burn foes with your next three attacks.
Blowtorch½ 15
Unleash flames from your pistol to burn foes. Deal more damage the closer you are.
Damage at 200 distance (3x): 333Damage at 600 distance: 111x3Burning at 200 distance: 2 s (1968 damage)Burning at 600 distance: 2 s (656 damage)Range: 600
Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Flame Jet
Spray fire in a cone pattern while on the move, burning enemies on the final attack. Deals 10% bonus damage to burning targets.
Damage (10x): 564Burning: 1 s (328 damage)Attacks per second: 5Range: 425
Air Blast12
Push back foes and projectiles with a hot air blast.
Burning vs burning: 2 s (656)Knockback distance: 400Range: 300
Flame Blast½
Fire a napalm ball that rolls through foes and explodes.
Damage: 281Blast damage: 654Blast radius: 240Range: 600
Flame Blast Detonate
Detonate your napalm ball.
Blast Damage: 569Blast Radius: 240

Nice Chunk Of Burning damage.


Staying Alive.

Healing Mist35
Tool belt. Vent a healing mist, granting regeneration to yourself and allies.
Regeneration: 10 s (1300 health)Radius: 240Break Stun
Toss Elixir H½ 25
Tool belt. Toss Elixir H to randomly grant protection, regeneration, or swiftness to allies.
Protection: 5 sVigor: 10 sRegeneration: 10 s (1300 health)Radius: 240Range: 900
Toss Elixir C25
Tool belt. Toss Elixir C, converting one condition to a random boon for allies.
Duration: 5Radius: 180Range: 900
Elixir Gun
Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
Super Elixir½ 16
Elixir. Launch an elixir orb, healing allies on impact and creating an area of continual healing.
Impact heal: 1400Pulse heal: 240Duration: 10Radius: 240Combo Field: LightRange: 900
Tranquilizer Dart¾
Fire a dart that bleeds and weakens foes.
Damage: 150Weakness: 1 sBleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900
Acid Bomb¼ 12
Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
Damage: 319Duration: 5Radius: 180Combo Finisher: Blast
Elixir H1 25
Elixir. Drink Elixir H to heal yourself and randomly gain protection, regeneration, or swiftness.
Healing: 5,560Regeneration: 10 s (1300 Health)Protection: 5 sSwiftness: 10 s
Elixir C½ 40
Elixir. Drink Elixir C, converting all conditions into random boons.
Duration: 5

Pretty much a million and one condition removals as well as multiple ways of escaping, retaliation and a water + light field.


Comments

Post a Comment
@ 04:20 AM, Thu October 17 2013 Reply
Nice guide. Learned some little tricks there especially concerning the rotations. You might consider taking a Hydromancy Sigil for additional control both when diving in for Pistol maximum burn as well as when enemies come to close. Both the reducted movementspeed as well as the longer cooldowns are pretty nice.
@ 04:26 AM, Thu October 17 2013 Reply
Ah yes, and I'm not that fond of the Earth Sigil in sPvP because of that 2s cooldown for a 5s bleed and you not being able to increase your Conditionduration that much in sPvP.