Engineer sPvP | Tournament Pistol/Shield | Team fighter Mighty Stealth Bomber (Oct 15 Patch)

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Summary

Ever hated Thiefs for their Stealth? Now imagine a similar Engineer only more in favor of your Team with surprise AoE-Damage, AoE-Stun, AoE-Immobilize, AoE-Knockback, AoE-Mightstacking, AoE-Healing, Perma Vigor, Perma Swiftness and last but not least Invulnerability, 2 Stunbreakers, 7 Blast-Finishers and more.

 

This build can be used either for Direct Damage Pressure, Condition-Bombs or for more Bunkering capabilities and incooperates the October 15th balance changes.

 

Cheers,
Klakk Bumm.


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 Mist18¼
    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 21¾
    Tool belt. Set a timed charge with a big blast that launches nearby foes.
    Damage: 548Blowout: 400Radius: 300Combo Finisher: Blast
    • 0
      Swiftness: 5 s
  • Toss Elixir S43½
    Tool belt. Toss Elixir S, either making allies grow and granting them stability, or granting them stealth.
    Stability: 4 sStealth: 4 sRadius: 180Range: 900
    • 0
      Swiftness: 5 s
  • Rumble39¼
    Tool belt. Release a shockwave of inertial force to damage nearby foes.
    Stability: 1 sDamage: 146Combo Finisher: BlastRange: 240Breaks stun
    • Detonate Thumper Turret
      Detonate your thumper turret.
      Combo Finisher: Blast
  • 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 S60
    Elixir. Drink Elixir S to shrink yourself, recover from stun, and evade attacks.
    Duration: 3Breaks stun
    • 0
      Swiftness: 5 s
  • Thumper Turret ½ 50
    Turret. Build a high-health thumper turret that damages nearby foes.
    Damage: 633Attack range: 240Rate of fire: 3 sCrippled: 3s
    • Thump 30
      Overcharge your thumper turret to launch nearby foes.
      Damage: 762Blowout: 400Radius: 240
  • 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

So after the recent patch I thought about a new Bomb build incooperating the larger Bombfields as well as the reliable 5s Stealth from Elixir S to provide as much invisibility as possible in almost all situations without to much downtime. You can get around 12s Invisiblity every 20s at Maximum but at the same time still have access to more Combos like AoE-Healingburst from Regenerating Mist with the Thumper Turret Toolbelt and Shield #4 or for example still have access to another 5s Stealth from Elixir S.

 

This Build is pretty strong, fun and versatile but has a steep learning curve as it requires high coordination due to the high amount of blast finishers, both for yourself as well as for your team. Also this Build is pretty fresh, and might need some further refining around the edges for your personal needs.

 

It can be used for Hot Joins as well, but will only really shine with at least one additional coordinated player (Burst in favor). You can for example use it to get 12s Stealth to dive in a point that is being captured by one or more enemies and plant a Big ol' Bomb to surprise knock them out or plant a Sticky Bomb to make them easy targets for Bursts unless they use their Stunbreakers in time.

 

The above Weapon choices and Utilities provide you access to 7 Blastfinishers as well as access to 2 Water, a Fire and a Smoke Combo-Field in addition to 2 Stunbreakers, Invulernability, Block and of course the usual Stun and Immobilize from Supply Crate. Incooperating Stealth in addition to Perma-Vigor allows your usual Bomb-Bunker to incooperate way more Damage thats why I'm using a Berserker Trinket and Jewel to get up to 2.4k Hits from Bomb #1 on Medium Armor-Targets Base-Damage on Crit without Might-Stacks or Vulnerability.

 

Though you could use a Knight or Rabid-Trinket as well, and maybe even take an Offhand Pistol, take Incendiary Powder and a Superior Sigil of Geomancy to use this Build more in Favor of a Confusion Bomber with Confusion, Burning and Poision and a few Bleeding Stacks.

 

You are also able to switch it out for a more forgiving Soldier Trinket for insane Survivability. Also consider switching out Elixir S in some Situations for EG if you need additional Heal, Conditionremoval (EG #5 with EG #1 while it ticks), constant Weakness and of course pretty nice Bleeding on a single Target.

 

I'll add some example Combos below to help you getting into the possible Combinations.

 

Pros:

  • Special Surprise Moments
  • Rather High Substain Damage
  • Insane Combo-Abilities
  • Still pretty High Survivability
  • Good Escapes and Finishers

 

Cons:

  • Requires a lot of Training and Coordination
  • Vulnerable to bad days
  • Not a optimal soup for Ego 's
  • No access to Stability (use Blind, reduced Duration from Melandru, 2 Stunbreakers)
  • Medium Condition-Removal outside of Heals (Reduced Duration from Melandru, Immunity after 25% HP)


II. Traits

Adept Master Grandmaster

Trait Details

20 Points in Explosives to get both the increased Range for Bombs as well as the 20% Cooldown Reduction for Bombs as thats really important if you want a maximum uptime. Feel free to take the 5 points from Inventions out to add Vulnerability-Stacking for giving up on some Survivability. When going for Condition-Damage switch out the increased Bomb-Range for Incendiary Powder.

 

0 Points in Firearms. Might be worth a look when going for Conditions but shouldn't be needed for that kind of build.

 

5 Points in Inventions for Perma-Regeneration when under 25% HP, this is especially usefull combined with the Condition Immunity after 25% HP and/or Auto-Elixir S.

 

30 Points in Alchemy. Perma Vigor, Protection on Stun/CC or Backpack-Regeneration, Auto-Invulnerability, Immunity to Conditions after 25% HP as well as a higher Base HP against Conditions. Yes, please. Switch out as the Situation requires it.

 

15 Points in Tools. As usual, required for Perma Vigor also gives us a 15% Toolbeltskill-Reduction and a Toolbeltskill-Reset at 25% HP. And of course 15% more Critdamage to make our Bombs hit harder when combined with a Berserker Trinket.


III. Stat Specifics & Effects

Primary Stats

  • Health 19272 (+3350)
  • Vitality 1251 (+335)
  • Armor 2266 (+225)
  • Toughness 1141 (+225)
  • Attack 3333 (+1448)
  • Power 2316 (+1400)
  • Critical Hit 43% (+43%)
  • Precision 1816 (+900)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Condition Duration 20% (+20%)
  • Condition Duration (self) -25% (+-25%)
  • Critical Damage 70% (+70%)
  • Damage 1017 (+5%)
  • Defense 1125 (+0)
  • Ferocity 1050 (+1050)
  • Healing Power 50 (+50)
  • Stun Duration (self) -25% (+-25%)
  • Tool Belt Recharge Rate 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

Stat and Effect Details

See Weapon and Skill Details.


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration
PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration

Rune Stat Totals

  • Toughness 175
  • Vitality 35
  • Condition Duration (self) -25%
  • Stun Duration (self) -25%

Rune Bonuses

PvP Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% Incoming Condition Duration; -15% Incoming Stun Duration

Accessories & Jewels

Berserker's Amulet
  • Power: 1200
  • Precision: 900
  • Ferocity: 900
delete
  • Power: 0
  • Precision: 0
  • Ferocity: 0
  • Vitality: 0

Accessory Totals

  • Power:1200
  • Precision:900
  • Ferocity:900
  • Vitality:0

Weapon Set Sigils

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

  • Weapon Defense: 61
Sigil of Superior Hydromancy
You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior Force
+5% damage.

Weapon Set I

Sigil of Superior Hydromancy

You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Sigil of Superior Force

+5% damage.

PvP Harpoon gun
  • Weapon Strength: 905-1000

Water Weapon I

Upgrade Item Details

Nothing written in Stone. Hydromancy helps keeping people under control and is a special b* tch when used after you sneaked upon them and bombed at them or when they come after you. It also does quite some Damage in addition to it 's Control-Effect.

 

For more insight see Weapons and Skill Details above and example Skill Rotations below.


V. Basic Gameplay

This build can be used for many purposes like assaulting a far point even 1v3 or keeping the enemy team under pressure for quite some time while being a kitten escaping, immobilizing, knocking them back for quite some time. Especially when they see your damage. Use Stealth, Elixir S or Smoke Bomb for finishing up downed Enemies.

 

It especially shines in larger coordinated groups, for it 's Group-Stealh, Group-Might (up to 21 Stacks), or insane Group-Healing if needed (at least here Healing Power would be worth a look at).


Main Skill Rotation

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
Bomb Kit
Device kit. Equip a kit that replaces your weapon with bomb skills.
Swiftness: 5 s
Bomb½
Set a timed charge that damages nearby foes.
Damage: 407Radius: 120
Bomb½
Set a timed charge that damages nearby foes.
Damage: 407Radius: 120
Bomb½
Set a timed charge that damages nearby foes.
Damage: 407Radius: 120

Pretty basic damage rotation for Direct Damage Bombs. Switch out of Bomb Kit only if you need further Control. This is as basic as it gets and does not include Combat-Openers or Controlling skills like Sticky Bomb, Big ol' Bomb for Knockback, Smoke Bomb for Stealth or Fire Bomb for Might stacking.

 

Some examples of those below.


Example Stealth Opener for Assaulting Points with Multiple Enemies

Bomb Kit
Device kit. Equip a kit that replaces your weapon with bomb skills.
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
Thumper Turret ½ 50
Turret. Build a high-health thumper turret that damages nearby foes.
Damage: 633Attack range: 240Rate of fire: 3 sCrippled: 3s
Thump 30
Overcharge your thumper turret to launch nearby foes.
Damage: 762Blowout: 400Radius: 240
Smoke Bomb½ 20
Set a timed charge that creates a cloud of smoke, blinding nearby foes.
Blind: 5 sDuration: 4Radius: 240Combo Field: Smoke
Regenerating Mist18¼
Tool belt. Release a mist of healing liquid to regenerate nearby allies.
x2Regeneration: 3 s (780 health)Range: 480Combo Field: Water
Rumble39¼
Tool belt. Release a shockwave of inertial force to damage nearby foes.
Stability: 1 sDamage: 146Combo Finisher: BlastRange: 240Breaks stun
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
Bomb Kit
Device kit. Equip a kit that replaces your weapon with bomb skills.
Swiftness: 5 s
Glue Bomb½ 20
Set a timed charge that creates a puddle of glue, immobilizing and crippling nearby foes.
Immobilized: 1 sCrippled: 1 sRadius: 240Puddle of glue duration: 3
Concussion Bomb½ 14½
Set a timed charge that causes confusion to nearby foes.
Damage: 163x5Confusion: 5 s (325 damage on skill use)Radius: 180
Supply Crate1 180
Request a massive supply drop, complete with turrets and bandages.
Damage: 244Stun: 2 sRadius: 240Combo Finisher: BlastRange: 1,200
Bomb Kit
Device kit. Equip a kit that replaces your weapon with bomb skills.
Swiftness: 5 s
Bomb½
Set a timed charge that damages nearby foes.
Damage: 407Radius: 120
Big Ol' Bomb½ 21¾
Tool belt. Set a timed charge with a big blast that launches nearby foes.
Damage: 548Blowout: 400Radius: 300Combo Finisher: Blast
Bomb½
Set a timed charge that damages nearby foes.
Damage: 407Radius: 120
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
Bomb Kit
Device kit. Equip a kit that replaces your weapon with bomb skills.
Swiftness: 5 s
Bomb½
Set a timed charge that damages nearby foes.
Damage: 407Radius: 120
Bomb½
Set a timed charge that damages nearby foes.
Damage: 407Radius: 120
Bomb½
Set a timed charge that damages nearby foes.
Damage: 407Radius: 120

Important, it's not Healing Mist and Rumble but
Detonate Healing and Detonate Thumper Turret
in the Rotation above!

 

For some reason the rotation utility is bugged and doesn't show Detonate Turrets correctly if they're out.

 

It looks as complex as it is. Use Elixir S if you need to prolong Stealth before you come out of Stealth but be sure to not waste it right after forcing out of it if you still have the revealed debuff as it prevents you to restealth for some time. The best way is to time your Sticky Bomb right before your Stealth ends, as you dont get the revealed debuff then and are able to escape into another Stealth if needed.

 

What are you doing is basically providing your Group Stealth for 12s + 5s as you move onto the point, immobilize as much Enemies as possible, confuse them, switch out of Bombkit to Chill them, Stun and immobilize them further, switch back to Bombkit, firing of a Bomb, place a Big ol' Bomb to force them out of the Point and place another Bomb before it explodes.

 

After that you switch to P/S Blind and Confuse em further, apply Posion on your Priority Target if needed and switch back to your Main Skill Rotation or Reset if needed.

 

By that time you alone will have done quite some pressure, damage and forced them to use up to three stunbreakers if they even could react at all. That is only if everything was done perfectly. Also if you have a few coordinated Burst mates with you they might even all be dead by now. Over the course of the action most skills should be a ready for another round or further Combos.


AoE-Healing Burst

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
Thumper Turret ½ 50
Turret. Build a high-health thumper turret that damages nearby foes.
Damage: 633Attack range: 240Rate of fire: 3 sCrippled: 3s
Big Ol' Bomb½ 21¾
Tool belt. Set a timed charge with a big blast that launches nearby foes.
Damage: 548Blowout: 400Radius: 300Combo Finisher: Blast
Thump 30
Overcharge your thumper turret to launch nearby foes.
Damage: 762Blowout: 400Radius: 240
Cleansing Burst15
Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.
Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480
Regenerating Mist18¼
Tool belt. Release a mist of healing liquid to regenerate nearby allies.
x2Regeneration: 3 s (780 health)Range: 480Combo Field: Water
Rumble39¼
Tool belt. Release a shockwave of inertial force to damage nearby foes.
Stability: 1 sDamage: 146Combo Finisher: BlastRange: 240Breaks stun
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

Important, it's not Healing Mist and Rumble but
Detonate Healing and Detonate Thumper Turret
in the Rotation above!

 

Removes Conditions as well. Apply Blast Finishers when aviable.


Emergency AoE-Heal with Stunbreak

Regenerating Mist18¼
Tool belt. Release a mist of healing liquid to regenerate nearby allies.
x2Regeneration: 3 s (780 health)Range: 480Combo Field: Water
Rumble39¼
Tool belt. Release a shockwave of inertial force to damage nearby foes.
Stability: 1 sDamage: 146Combo Finisher: BlastRange: 240Breaks stun

Use them if your Main-Healing Combo is on Cooldown. Also applies Stability for a second, removes Conditions and provides a Stunbreak. Apply further Blast Finishers when aviable and/or required.


Emergency Escape

Toss Elixir S43½
Tool belt. Toss Elixir S, either making allies grow and granting them stability, or granting them stealth.
Stability: 4 sStealth: 4 sRadius: 180Range: 900
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
Elixir S60
Elixir. Drink Elixir S to shrink yourself, recover from stun, and evade attacks.
Duration: 3Breaks stun
Big Ol' Bomb½ 21¾
Tool belt. Set a timed charge with a big blast that launches nearby foes.
Damage: 548Blowout: 400Radius: 300Combo Finisher: Blast
Bomb Kit
Device kit. Equip a kit that replaces your weapon with bomb skills.
Swiftness: 5 s
Glue Bomb½ 20
Set a timed charge that creates a puddle of glue, immobilizing and crippling nearby foes.
Immobilized: 1 sCrippled: 1 sRadius: 240Puddle of glue duration: 3
Smoke Bomb½ 20
Set a timed charge that creates a cloud of smoke, blinding nearby foes.
Blind: 5 sDuration: 4Radius: 240Combo Field: Smoke
Rumble39¼
Tool belt. Release a shockwave of inertial force to damage nearby foes.
Stability: 1 sDamage: 146Combo Finisher: BlastRange: 240Breaks stun
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

Just as an Example. Use as cooldowns allow you.


AoE-Mightstacking to prepare for a Showdown

Bomb Kit
Device kit. Equip a kit that replaces your weapon with bomb skills.
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
Thumper Turret ½ 50
Turret. Build a high-health thumper turret that damages nearby foes.
Damage: 633Attack range: 240Rate of fire: 3 sCrippled: 3s
Big Ol' Bomb½ 21¾
Tool belt. Set a timed charge with a big blast that launches nearby foes.
Damage: 548Blowout: 400Radius: 300Combo Finisher: Blast
Thump 30
Overcharge your thumper turret to launch nearby foes.
Damage: 762Blowout: 400Radius: 240
Fire Bomb½ 8
Set a timed charge that burns nearby foes.
Damage: 65Burning: 2 s (656 damage)Duration: 3Radius: 120Combo Field: Fire
Regenerating Mist18¼
Tool belt. Release a mist of healing liquid to regenerate nearby allies.
x2Regeneration: 3 s (780 health)Range: 480Combo Field: Water
Rumble39¼
Tool belt. Release a shockwave of inertial force to damage nearby foes.
Stability: 1 sDamage: 146Combo Finisher: BlastRange: 240Breaks stun
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
Detonate Thumper Turret
Detonate your thumper turret.
Combo Finisher: Blast

Important, it's not Healing Mist and Rumble but
Detonate Healing and Detonate Thumper Turret
and vice versa in the Rotation above!

 

Well, there are better ways to Stack might for youself, but not for your Team. Calling it out in Teamspeak all of you should get a plenty of 25 Mightstacks if your Mates provide a few Blast Finishers as well (that way you save some for other more important Combos!).

 

Otherwhise in the rare occasion they dont bring any, have theirs on CD already or whatever you are able to Stack up to 21 Might with that Combination just by yourself.


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