Engineer sPvP | Tournament Pistol/Shield | Bunker Balanced Condi-bunker

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Summary

This build aims to maximize mitigation, particularly in the face of CC-power burst, while maintaining decent condi pressure.


I. Weapons and Skills

PvP Pistol
  • Weapon Strength: 876-1029
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
PvP Harpoon gun
  • Weapon Strength: 905-1000
  • Regenerating Mist21
    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
  • Incendiary Ammo50
    Tool belt. Burn foes with your next three attacks.
    • 0
  • Toss Elixir B½ 25
    Tool belt. Toss Elixir B to grant fury, might, retaliation, and swiftness to allies.
    x3Stability: 4 sFury: 10 sSwiftness: 10 sRetaliation: 10 sRadius: 180Range: 900
    • 0
  • Healing Mist35
    Tool belt. Vent a healing mist, granting regeneration to yourself and allies.
    Regeneration: 10 s (1300 health)Radius: 240Break Stun
    • 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
  • 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
  • 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
  • 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
  • Flamethrower
    Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
    • 0
  • Elixir B½ 40
    Elixir. Drink Elixir B to gain fury, might, retaliation, and swiftness.
    Might: 30 sFury: 10 sSwiftness: 10 sRetaliation: 10 s
    • 0
  • Elixir Gun
    Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
    • 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

M/H Pistol - Condi pressure, blind and greater untraited range than rifle (after 120 radius bullet explosion).

 

O/H Shield - Blast finished/knockback, perfect combo finisher for additional turret healing. Static shield allows for a second of block followed by a potential double daze.

 

Healing Turret - Provides excellent AoE healing for teamfights and allows us to exploit it's water fields for additional healing with our blast finishers.

Flamethrower
- Rapid attacks allow for constant on-crit procs. Also allows us large burning uptime, a knockback to save downed allies and smoke vent allows us to blind enemy downed CC.

 

Elixir B - Combo'd with "hidden flask" for large fury/retaliation up-time providing significant additional DPS and allowing more consistent crit-procs.

 

Elixir Gun - stun breaker, cleanse/heal, blast finisher and AoE poison. Vulnerability creates a buffer against cleanse.

 

Supply Crate - Stun, healing, immobilize and additional DPS. Enough said.


II. Traits

Adept Master Grandmaster

Trait Details

Notable Minors:

 

Sharpshooter - bleed stacking, especially with Flame Jet and Fumigate.

 

Automated Medical Response - Ensures your heal will be up when you need it most.

 

Hidden Flask - maintains boons, combos with 409 for a cleanse.

 

 

Majors:

 

Incendiary Powder - Vital for sustained pressure through burning.

 

Infused Precision - Personal preference, as a mid-range class I feel engineer benefits strongly from maintaining elevated combat movement speed. This will also ensure residual swiftness post combat for traveling.

 

Stabilized Armour - Combos with Protection Injection to prevent "Stun > Kill" burst chains. Vital due to our lack of stability and single stunbreaker, you WILL eat a lot of CC spam.

 

Cloaking Device - Allows us to reposition, heal or just plain start hoofing it to safety. Even simply forcing an enemy to re-target makes this trait effective and few people expect stealth on Engineers. This trait is my favourite of the build and has saved me many times both in WvW and PvP.

 

Protection Injection - Protection any time someone is setting up burst, worth every point.

 

Cleaning Formula 409 - Another personal choice trait, I prefer the condi-cleanse offered by this trait as I like to be sure I can cleanse poison before I heal whenever possible. "Invigorating Speed" would be a popular alternative and combo well with "Infused Precision".

 

Automated Response - Another key trait in what makes this build a bunker, this trait will allow you the opportunity for many clutch heals/escapes.


III. Stat Specifics & Effects

Primary Stats

  • Health 18922 (+3000)
  • Vitality 1216 (+300)
  • Armor 3316 (+1275)
  • Toughness 2191 (+1275)
  • Attack 1985 (+100)
  • Power 1016 (+100)
  • Critical Hit 48% (+48%)
  • Precision 1916 (+1000)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Burning Duration 10% (+10%)
  • Condition Damage 1300 (+1300)
  • Condition Duration 10% (+10%)
  • Damage 969 (+0%)
  • Defense 1125 (+0)
  • Healing Power 200 (+200)
  • Protection Duration 15% (+15%)

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. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Forge
  1. Toughness: 25
  2. Burning Duration: 10%
  3. Toughness: 50
  4. Protection Duration: 15%
  5. Toughness: 100
  6. When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
PvP Rune of the Forge
  1. Toughness: 25
  2. Burning Duration: 10%
  3. Toughness: 50
  4. Protection Duration: 15%
  5. Toughness: 100
  6. When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
PvP Rune of the Forge
  1. Toughness: 25
  2. Burning Duration: 10%
  3. Toughness: 50
  4. Protection Duration: 15%
  5. Toughness: 100
  6. When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
PvP Rune of the Forge
  1. Toughness: 25
  2. Burning Duration: 10%
  3. Toughness: 50
  4. Protection Duration: 15%
  5. Toughness: 100
  6. When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
PvP Rune of the Forge
  1. Toughness: 25
  2. Burning Duration: 10%
  3. Toughness: 50
  4. Protection Duration: 15%
  5. Toughness: 100
  6. When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
PvP Rune of the Forge
  1. Toughness: 25
  2. Burning Duration: 10%
  3. Toughness: 50
  4. Protection Duration: 15%
  5. Toughness: 100
  6. When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)

Rune Stat Totals

  • Toughness 175
  • Burning Duration 10%
  • Protection Duration 15%

Rune Bonuses

PvP Rune of the Forge
  1. Toughness: 25
  2. Burning Duration: 10%
  3. Toughness: 50
  4. Protection Duration: 15%
  5. Toughness: 100
  6. When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)

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 Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
Sigil of Superior Blood
50% chance to life steal on critical.
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 Blood

50% chance to life steal on critical.

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 Blood
50% chance to life steal on critical.

Water Weapon I

Sigil of Superior Blood

50% chance to life steal on critical.

Upgrade Item Details

Runes of the Forge offer protection when it is needed most, protection duration for a total of +50%, additional burn pressure and bonus toughness for weathering burst.

 

Sigil of Blood has a 2 second cooldown and does damage equal to the lifesteal making it more effective than Sigil of Earth in my opinion.


V. Basic Gameplay

Use your blast finishers with your water fields. Double tap Healing turret, blow it up and then blast the water again with your shield or EG. ~7.6K + regeneration.

 

Use your alternate blast finisher with the turret toolbelt for additioal healing as needed.

 

I like to save FT toolbelt "Incendiary Ammo" for use with Fumigate, the attack will apply poison, vulnerability and bleeds as a buffer, making it harder to cleanse.

 

When on low health 1v1, switch to EG and use the auto to inflict Weakness and reduce incoming damage while you wait on cooldowns.


Main Skill Rotation


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