Engineer PvE | Dungeon Rifle | Damage Meta-rific Dungeoneer (Updated: 6/3/2014)
Table of Contents
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
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
-
- Cleansing Burst15Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480
- 0
- 0
- DetonateDetonate your mine to damage foes and remove a boon from them.Damage: 304Explosion radius: 180Knockback: 300Combo Finisher: Blast
- Overcharge Supply CrateOvercharge supply crate's turrets.
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
Explosives
Firearms
Inventions
Alchemy
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 16922 (+1000)
- Vitality 1016 (+100)
- Armor 1980 (+0)
- Toughness 916 (+0)
- Attack 4106 (+1985)
- Power 2841 (+1925)
- Critical Hit 59% (+59%)
- Precision 2152 (+1236)
Secondary Stats
- Agony Resistance 45 (+45)
- Boon Duration 10% (+10%)
- Condition Damage 370 (+370)
- Condition Duration 80% (+80%)
- Critical Damage 62% (+62%)
- Damage 1265 (+5%)
- Defense 1064 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 936 (+936)
- Might Duration 45% (+45%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
- (30min)
- Condition Duration: 40%
- Condition Damage: 70
- Experience from Kills: 10%
Utility Nourishment
Power: 100
Condition Duration: 10%
Experience from Kills: 10%
- (30min)
- Power: 100
- Condition Duration: 10%
- Experience from Kills: 10%
Armor & Runes
- Defense: 97
- Power: 60
- Precision: 43
- Ferocity: 43
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 97
- Power: 45
- Precision: 32
- Ferocity: 32
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 338
- Power: 134
- Precision: 96
- Ferocity: 96
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 157
- Power: 45
- Precision: 32
- Ferocity: 32
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 218
- Power: 90
- Precision: 64
- Ferocity: 64
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Defense: 157
- Power: 45
- Precision: 32
- Ferocity: 32
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Armor Stat Totals
- Defense 1064
- Power 594
- Might Duration 45%
- Precision 299
- Ferocity 299
Rune Bonuses
Superior Rune of Strength- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Accessories & Jewels
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
Accessory Totals
- Power:692
- Precision:466
- Ferocity:466
- Agony Resistance:45
Weapon Set Sigils
- Weapon Strength: 986-1205
- Power: 239
- Precision: 171
- Ferocity: 171
- Weapon Strength: -
Weapon Set I
Sigil of Superior Force+5% damage.
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
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
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
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.
I have a question...
This looks like glass cannon build with 0 toughness so how easy is to survive with this build?
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).
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.
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?
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 )