Engineer sPvP | Tournament Pistol/Shield | Team fighter Mighty Stealth Bomber (Oct 15 Patch)
Table of Contents
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
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- Magnetic InversionRelease the magnetic field to push back nearby foes.Damage: 76Knockback: 300Combo Finisher: Blast
- 0Swiftness: 5 s
- Throw Shield¾Throw your charged shield. Dazes foes it hits on the way out and back.Daze: 1 sDamage: 151Combo Finisher: ProjectileRange: 900
- 0Swiftness: 5 s
-
- Cleansing Burst15Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- Thump 30Overcharge your thumper turret to launch nearby foes.Damage: 762Blowout: 400Radius: 240
- Overcharge Supply CrateOvercharge 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
Explosives
Firearms
Inventions
Alchemy
Tools
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
Conditions
Control
Fields & Finishers
Stat and Effect Details
See Weapon and Skill Details.
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -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- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% Incoming Condition Duration; -15% Incoming Stun Duration
Accessories & Jewels
- Power: 0
- Precision: 0
- Ferocity: 0
- Vitality: 0
Accessory Totals
- Power:1200
- Precision:900
- Ferocity:900
- Vitality:0
Weapon Set Sigils
- Weapon Strength: 876-1029
- Weapon Strength: 806-909
Weapon Defense: 61
Weapon Set I
Sigil of Superior HydromancyYou 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 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
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
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
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
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
Just as an Example. Use as cooldowns allow you.
AoE-Mightstacking to prepare for a Showdown
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.