Engineer WvW | Large Group Pistol/Shield | Support WvW Heals Engi

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Summary

Good in zerg fights or small group roaming. Do not expect to deal a lot of damage, only expect to keep your allies up with constant heals/regeneration and cc.


I. Weapons and Skills

Cleric's Pistol
  • Weapon Strength: 876-1029
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Frenzy
  • Weapon Strength: 905-1000
  • Power: 179
  • Toughness: 128
  • Vitality: 128
  • Regenerating Mist19
    Tool belt. Release a mist of healing liquid to regenerate nearby allies.
    x2Regeneration: 3 s (780 health)Range: 480Combo Field: Water
    • Detonate Healing Turret
      Detonate your healing turret.
      Combo Finisher: Blast
  • Big Ol' Bomb½ 22¾
    Tool belt. Set a timed charge with a big blast that launches nearby foes.
    Damage: 548Blowout: 400Radius: 300Combo Finisher: Blast
    • 0
      Swiftness: 5 s
  • Healing Mist31¾
    Tool belt. Vent a healing mist, granting regeneration to yourself and allies.
    Regeneration: 10 s (1300 health)Radius: 240Break Stun
    • 0
      Swiftness: 5 s
  • Super Speed22¾
    Tool belt. Run at double speed.
    Duration: 5Breaks stun
    • 0
      Swiftness: 5 s
  • 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
      Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Poison Dart Volley10
    Fire a volley of darts that poison foes.
    Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
    • 0
      Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • 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
      Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Magnetic Shield3 30
    Create a magnetic field that reflects projectiles and can be released to push back foes.
    Duration: 3
    • Magnetic Inversion
      Release the magnetic field to push back nearby foes.
      Damage: 76Knockback: 300Combo Finisher: Blast
    • 0
      Swiftness: 5 s
  • Static Shield40
    Electrify your shield, preparing to throw it at foes. If you are hit, the shield discharges, stunning your nearby attacker.
    Stun: 1 sBlock duration: 2
    • Throw Shield¾
      Throw your charged shield. Dazes foes it hits on the way out and back.
      Daze: 1 sDamage: 151Combo Finisher: ProjectileRange: 900
    • 0
      Swiftness: 5 s
  • Healing Turret ½ 20
    Turret. Deploys a turret that heals you briefly, then regenerates you and your allies.
    Healing: 2,520Regeneration: 3 s (Cast every 3 seconds)Radius: 480
    • Cleansing Burst15
      Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.
      Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480
  • Bomb Kit
    Device kit. Equip a kit that replaces your weapon with bomb skills.
    Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Elixir Gun
    Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
    Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Slick Shoes60
    Gadget. Spray oil behind you, knocking down foes. If underwater, foes entering the field are blinded.
    Knockdown: 2 sDuration: 1Blind: 5 s
    • 0
      Swiftness: 5 s
  • 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

Pistol/Shield is what I use only because I prefer to use shield incase I need to reflect or block. No condition damage is given so pistol is almost useless except for the ok dmg from #2 and the blind on #3. Use rifle if you want to do more damage.
Always keep Bomb kit and Elixir gun in utility slots, they are the meat of this build. The third utility can be switched out depending on your current situation between toolkit, rocket boots,elixir r,elixir s.


II. Traits

Adept Master Grandmaster

Trait Details

Traits are pure defensive except for the larger bomb radius, the key is to keep yourself alive while healing nearby allies.


III. Stat Specifics & Effects

Primary Stats

  • Health 18832 (+2910)
  • Vitality 1207 (+291)
  • Armor 3105 (+1125)
  • Toughness 2041 (+1125)
  • Attack 2977 (+1092)
  • Power 2008 (+1092)
  • Critical Hit 1% (+1%)
  • Precision 937 (+21)

Secondary Stats

  • Boon Duration 40% (+40%)
  • Condition Duration 10% (+10%)
  • Critical Damage 6% (+6%)
  • Damage 969 (+0%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 100 (+100)
  • Healing Power 1688 (+1688)
  • Tool Belt Recharge Rate 10% (+10%)

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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Mango Pie
Duration: 30min
Gain 85 health every second
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Gain 85 health every second
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain power equal to 6% of your toughness
  • Gain power equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Cleric's Emblazoned Helm
  • Defense: 97
  • Healing Power: 60
  • Power: 43
  • Toughness: 43
Superior Rune of the Water
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Cleric's Emblazoned Shoulders
  • Defense: 97
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of the Water
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Cleric's Emblazoned Coat
  • Defense: 338
  • Healing Power: 134
  • Power: 96
  • Toughness: 96
Superior Rune of the Water
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Cleric's Emblazoned Gloves
  • Defense: 157
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of the Water
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Cleric's Emblazoned Pants
  • Defense: 218
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
Superior Rune of the Water
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Cleric's Emblazoned Boots
  • Defense: 157
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of the Water
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)

Armor Stat Totals

  • Defense 1064
  • Healing Power 594
  • Boon Duration 20%
  • Power 299
  • Toughness 299

Rune Bonuses

Superior Rune of the Water
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
  5. Healing Power: 100
  6. +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)

Accessories & Jewels

Cleric's Amulet
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Magi's Back
  • Healing Power: 30
  • Precision: 21
  • Vitality: 21
(Infused)
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Ring
  • Healing Power: 67
  • Power: 48
  • Toughness: 48
(Infused)
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Ring
  • Healing Power: 67
  • Power: 48
  • Toughness: 48
(Infused)
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Earring
  • Healing Power: 75
  • Power: 53
  • Toughness: 53
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Cleric's Earring
  • Healing Power: 75
  • Power: 53
  • Toughness: 53
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15

Accessory Totals

  • Power:356
  • Toughness:356
  • Healing Power:554
  • Precision:21
  • Vitality:21

Weapon Set Sigils

Cleric's Pistol
  • Weapon Strength: 876-1029
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Cleric's Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set I

Sigil of Superior Life

You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Frenzy
  • Weapon Strength: 905-1000
  • Power: 179
  • Toughness: 128
  • Vitality: 128
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Water Weapon I

Sigil of Superior Life

You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)


V. Basic Gameplay

This build is not tough to play by engi standards, just try to stay near allies to give aoe heals. If people are low use F1 and blast finish for a small heal and regen. Try to keep an eye on condition stacks and get rid of them with elixir gun. If you have a downed teammate use smoke bomb and blast with shield/big ol bomb/ supply crate/elixir gun #4 and pick them back up. You should have enough regen on yourself to keep yourself up during the revive.
Elixir Gun note: #4 can be flight cancelled. Hit 4 then immediately switch weapons and you will cancel the fly back animation and stop where you are.


Main Skill Rotation


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