Engineer PvE | Dungeon Rifle | Damage Meta-rific Dungeoneer (Updated: 6/3/2014)

by Last Updated: Jul 08 2014 20:19:39
71% (10) Approval 24 Votes - 41622 Views

Summary

As I no longer run it, I've replaced my FT/EG build with a new bomb kit/grenade kit centric build that I find is more useful in dungeons and fractals.

All the best.

- Phineas [EG]

I. Weapons and Skills

Berserker's Rifle
  • Weapon Strength: 986-1205
  • Power: 179
  • Precision: 128
  • Ferocity: 128
  • Weapon Strength: -
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 179
  • Precision: 128
  • Ferocity: 128
  • Regenerating Mist25
    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
  • Grenade Barrage½ 30
    Tool belt. Throw several grenades at once.
    Damage: 122Explosion radius: 150Number of grenades: 6Range: 1,500Vulnerability: 5 s
    • 0
  • Big Ol' Bomb½ 30
    Tool belt. Set a timed charge with a big blast that launches nearby foes.
    Damage: 548Blowout: 400Radius: 300Combo Finisher: Blast
    • 0
  • Mine Field20
    Tool belt. Plant five mines around yourself.
    Damage per mine: 170Explosion radius: 120Combo Finisher: BlastRange: 360Vulnerability: 5 s
    • Detonate Mine Field
      Detonate your mine, damaging nearby foes.
      Damage: 170Explosion radius: 180Combo Finisher: BlastVulnerability: 5 s
  • Hip Shot¾
    Deliver a quick rifle shot from the hip that pierces targets.
    Damage: 251Range: 1,000
    • 0
    • 0
  • Net Shot10
    Immobilize foes with a net shot.
    Immobilized: 2Range: 1,000
    • 0
    • 0
  • Blunderbuss½ 10
    Fire a cloud of shrapnel that causes more damage the closer you are to foes.
    Damage at 100 distance: 618Damage at 400 distance: 386x4Bleeding at 100 distance: 680 damage (4s)Bleeding at 400 distance: 170 dmg (4s)Range: 500
    • 0
    • 0
  • Overcharged Shot15
    Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.
    Damage: 579Foe launch distance: 450Self knockback distance: 300Range: 400
    • 0
    • 0
  • Jump Shot¼ 20
    Blast the ground, damaging nearby foes and leaping to your target.
    Leap damage: 348Landing damage: 696x3Vulnerability: 7 sRadius: 240Combo Finisher: LeapRange: 700
    • 0
    • 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
  • Grenade Kit
    Device kit. Equip a kit that replaces your weapon with grenade skills.
    • 0
  • Bomb Kit
    Device kit. Equip a kit that replaces your weapon with bomb skills.
    • 0
  • Throw Mine½ 18
    Gadget. Throw out a remote-controlled land mine that damages, knocks back, and removes a boon from nearby foes.
    Damage: 304Explosion radius: 180Proximity radius: 60Knockback: 300Range: 900Vulnerability: 5 s
    • Detonate
      Detonate your mine to damage foes and remove a boon from them.
      Damage: 304Explosion radius: 180Knockback: 300Combo Finisher: BlastVulnerability: 5 s
  • Supply Crate1 180
    Request a massive supply drop, complete with turrets and bandages.
    Damage: 244Stun: 2 sRadius: 240Combo Finisher: BlastRange: 1,200
    • 0

Weapon and Skill Details

Rifle is taken for Jump Shot to help stack vulnerability. Grenade Kit and Bomb Kit are your main two utilities. Use Throw Mine for its blast finisher and the extra vulnerability stacks from its tool belt ability: Mine Field. You may swap out Throw Mine for the Elixir Gun if you need Fumigate or a stunbreaker.

Your elite should always be Supply Crate, and your healing skill in most instances will be Healing Turret for the AoE support and blast finisher.

II. Traits

Adept Master Grandmaster

Trait Details

Most of this is self-explanatory. Take all the damage traits that boost your bombs and grenades in Explosives and Firearms. Infused Precision and Invigorating Speed will help maintain vigor in combat for extra survivability.

III. Stat Specifics & Effects

Primary Stats

  • Health 16082 (+1000)
  • Vitality 1016 (+100)
  • Armor 1980 (+0)
  • Toughness 916 (+0)
  • Attack 3820 (+1699)
  • Power 2555 (+1639)
  • Critical Hit 53% (+49%)
  • Precision 1944 (+1028)

Secondary Stats

  • Agony Resistance 45 (+45)
  • Boon Duration 10% (+10%)
  • Condition Damage 370 (+370)
  • Condition Duration 80% (+80%)
  • Critical Damage 48% (+48%)
  • Damage 1265 (+5%)
  • Defense 1064 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 728 (+728)
  • Might Duration 45% (+45%)

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.
  • 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

  • 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.
  • 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.

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
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • 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

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 70
  • Experience from Kills: 10%

Utility Nourishment

Toxic Sharpening Stone
Duration: 30m
Power: 100
Condition Duration: 10%
Experience from Kills: 10%
  • (30m)
  • Power: 100
  • Condition Duration: 10%
  • Experience from Kills: 10%

Armor & Runes

Berserker's Emblazoned Helm
  • Defense: 97
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Berserker's Emblazoned Shoulders
  • Defense: 97
  • Power: 34
  • Precision: 24
  • Ferocity: 24
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Berserker's Emblazoned Coat
  • Defense: 338
  • Power: 101
  • Precision: 72
  • Ferocity: 72
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Berserker's Emblazoned Gloves
  • Defense: 157
  • Power: 34
  • Precision: 24
  • Ferocity: 24
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Berserker's Emblazoned Pants
  • Defense: 218
  • Power: 67
  • Precision: 48
  • Ferocity: 48
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Berserker's Emblazoned Boots
  • Defense: 157
  • Power: 34
  • Precision: 24
  • Ferocity: 24
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

Armor Stat Totals

  • Defense 1064
  • Power 490
  • Might Duration 45%
  • Precision 224
  • Ferocity 224

Rune Bonuses

Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

Accessories & Jewels

Distinguished Circle of LogicUtility Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Book of Secrets (Infused)Defensive Slot
  • Power: 56
  • Precision: 35
  • Ferocity: 35
  • Agony Resistance: 5
(Infused)
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Crystalline Band (Infused)Defensive Slot
  • Power: 103
  • Precision: 68
  • Ferocity: 68
  • Agony Resistance: 5
(Infused)
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Ring of Red Death (Infused)Offensive Slot
  • Power: 103
  • Precision: 68
  • Ferocity: 68
  • Agony Resistance: 5
(Infused)
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Althea's AshesOffensive Slot
  • Power: 91
  • Precision: 60
  • Ferocity: 60
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Magister's Field JournalDefensive Slot
  • Power: 91
  • Precision: 60
  • Ferocity: 60
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5

Accessory Totals

  • Power:570
  • Precision:376
  • Ferocity:376
  • Agony Resistance:45

Weapon Set Sigils

Berserker's Rifle
  • Weapon Strength: 986-1205
  • Power: 179
  • Precision: 128
  • Ferocity: 128
  • Weapon Strength: -
Sigil of Superior Force
+5% damage.
Superior Sigil of the Night
Outgoing damage is increased by 10% at night.

Weapon Set I

Sigil of Superior Force

+5% damage.

Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 179
  • Precision: 128
  • Ferocity: 128
Sigil of Superior Force
+5% damage.

Water Weapon I

Sigil of Superior Force

+5% damage.

Upgrade Item Details

Nourishment: Take any +40% condition duration food in conjunction with Toxic Sharp Stone so that your vulnerability stacks last longer.

Insignia: Full Berserker/Zojja's (ascended); Celestial armor is OK, but make sure your trinkets and weapons aren't.

Rune: Strength runes are ideal given the bomb kit's ability to stack might.

Sigil: Force + Night for maximum DPS. Energy may be used as well if you think you need the extra dodges.


V. Basic Gameplay

Use bombs for stacking might. Use grenades for stacking vulnerability.

Main Skill Rotation

Jump Shot¼ 20
Blast the ground, damaging nearby foes and leaping to your target.
Leap damage: 348Landing damage: 696x3Vulnerability: 7 sRadius: 240Combo Finisher: LeapRange: 700
Mine Field20
Tool belt. Plant five mines around yourself.
Damage per mine: 170Explosion radius: 120Combo Finisher: BlastRange: 360Vulnerability: 5 s
Detonate Mine Field
Detonate your mine, damaging nearby foes.
Damage: 170Explosion radius: 180Combo Finisher: BlastVulnerability: 5 s
Grenade Barrage½ 30
Tool belt. Throw several grenades at once.
Damage: 122Explosion radius: 150Number of grenades: 6Range: 1,500Vulnerability: 5 s
Grenade Kit
Device kit. Equip a kit that replaces your weapon with grenade skills.
Shrapnel Grenade½ 5
Throws a grenade that explodes in a hail of shrapnel, causing bleeding.
Damage: 179Bleeding: 12 s (510 damage)Explosion radius: 150Range: 1,500Vulnerability: 5 s
Freeze Grenade½ 20
Throw a grenade that chills enemies with a frigid blast.
Damage: 163Chilled: 2 sExplosion radius: 240Range: 1,500Vulnerability: 5 s
Grenade½
Throws a grenade that explodes.
Damage: 114Explosion radius: 150Range: 1,500Vulnerability: 5 s
This will be your main DPS rotation for stacking vulnerability. Make sure both hits of Jump Shot touch your target for maximizing vulnerability (3 per hit).

Freeze Grenade and Shrapnel Grenade should be used every time they're up.

Might Stacking Rotation

Bomb Kit
Device kit. Equip a kit that replaces your weapon with bomb skills.
Big Ol' Bomb½ 30
Tool belt. Set a timed charge with a big blast that launches nearby foes.
Damage: 548Blowout: 400Radius: 300Combo Finisher: Blast
Fire Bomb½ 10
Set a timed charge that burns nearby foes.
Damage: 65Burning: 2 s (656 damage)Duration: 3Radius: 120Combo Field: Fire
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
Throw Mine½ 18
Gadget. Throw out a remote-controlled land mine that damages, knocks back, and removes a boon from nearby foes.
Damage: 304Explosion radius: 180Proximity radius: 60Knockback: 300Range: 900Vulnerability: 5 s
Detonate
Detonate your mine to damage foes and remove a boon from them.
Damage: 304Explosion radius: 180Knockback: 300Combo Finisher: BlastVulnerability: 5 s
This rotation will provide 9 stacks of might to your party that lasts 30 seconds. I suggest communicating with your party when dropping your Fire Bombs to help stack might. Their blast finishers will not gain the effects of your Strength runes, but it's better than what only you can provide.

Comments

Post a Comment
Krionion @ 04:23 AM, Tue August 13 2013 Reply
Great build! I have been using it for over a week now and am more than happy with it. I keep this tab open on my Chrome every day and look at it to make sure I am learning how to properly use it :P
fobia.7968 @ 03:42 PM, Sun September 29 2013 Reply
Awesome build been enjoying it even with out ascended gear many thanks :)
Luxa @ 03:26 AM, Fri October 11 2013 Reply
This looks like really good build! :)
I have a question...
This looks like glass cannon build with 0 toughness so how easy is to survive with this build?
Phineas Poe @ 01:15 PM, Sun October 13 2013 Reply
You should be able to survive most everything relatively easily. Remember that Juggernaut gives 200 passive Toughness.
Luxa @ 04:35 PM, Sun October 13 2013 Reply
TY for answer! My Engi is only lvl50 atm so I could not test it yet but I know that I survive very easier with my zerk necro then with my zerk warrior, so just wanted to know whats like with Engi...
Phineas Poe @ 08:45 AM, Mon October 14 2013 Reply
I wouldn't say we're as survivable as Necromancers with their "second" health pool and everything, but I do find it easier to stay alive on my Engineer than my Warrior for sure.

Healing Turret and Bandage Self are both very powerful healing skills, but we also have more condition removal available. We also have better access to Vigor than Warriors do (on kit swap versus Warhorn).
BladeBraverBureba @ 09:06 AM, Sat October 12 2013 Reply
A FT build without Incendiary Powder is no FT build.
Phineas Poe @ 01:13 PM, Sun October 13 2013 Reply
With this setup, Rocket Kick replaces Incendiary Powder. I recommend trying it before you dismiss the build.
Layne66 @ 02:25 AM, Tue November 05 2013 Reply
Would this build work with knight's gear? It's not that I think its squishy, I'm just more comfortable wearing knights gear knowing I have some flat defense.
Phineas Poe @ 08:57 AM, Wed November 06 2013 Reply
Yes, absolutely.

Just be careful with aggro/hate management. Juggernaut already scales you up pretty much to a heavy armor class when wielding the Flamethrower. The additional Toughness from Knight's will make you a very popular target.

Some would argue that you'll end up taking more damage as a result, even though you have better overall survivability.
SquirrelNipples @ 01:08 AM, Thu March 20 2014 Reply
Hi,

So I wanted to try out this build but I noticed Rocket Boots in the game now sends you forward instead of back. Is it still okay to use it or should I go for something else?
Drson @ 05:06 AM, Thu July 31 2014 Reply
Awesome build!!! Thank you!
Useful all around.

Just wondering havent you been thinking about the sigil of strength? (might on crit - to maximize the effect of runes of strength)
Also what cheaper version of of runes would you recommend? (runes of strength 15g a piece! :D )