Engineer PvE | Dungeon Pistol/Shield | Support FT/EG Hybrid (Updated: 10/16/13)

by Last Updated: Oct 16 2013 13:09:47
94% (15) Approval 17 Votes - 28180 Views

Summary

Hello everyone. My name is Phineas Poe from Sanctum of Rall's Ethereal Guardians [EG]. Most of what is posted here is taken from my thread on Guild Wars 2 Guru: A Comprehensive Look at the Flamethrower and Elixir Gun. I recommend visiting there for more information if needed, and please do not hesitate to contact me in-game at Phineas Poe.3018 if you have any further questions.

The purpose of this build is to utilize the trait synergy between the Flamethrower and Elixir Gun to provide extensive offensive and defensive boon support for your party in dungeons, fractals, and open-world content.

Updates:

10/16/13: Included new "Elixirs Variant." Updated utility skill descriptions.

8/20/13: Expanded Rune and Sigil section.

8/7/13: Removed Gold Find Infusion on amulet due to overhaul on dungeon loot mechanics where bosses no longer directly drop gold. Adjusted formatting.

I. Weapons and Skills

Berserker's Pistol
  • Weapon Strength: 876-1029
  • Power: 90
  • Precision: 64
  • Ferocity: 64
Berserker's Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Power: 90
  • Precision: 64
  • Ferocity: 64
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 179
  • Precision: 128
  • Ferocity: 128
  • Bandage Self1 16
    Tool belt. Bandage your wounds and heal yourself.
    Healing: 4,920
    • 0
      Swiftness: 5 s
  • Incendiary Ammo
    Tool belt. Burn foes with your next three attacks.
    • 0
      Swiftness: 5 s
  • Healing Mist32
    Tool belt. Vent a healing mist, granting regeneration to yourself and allies.
    Regeneration: 10 s (1300 health)Radius: 240Break Stun
    • 0
      Swiftness: 5 s
  • Rocket Kick½ 16
    Tool belt. Use your rocket boots to do an explosive kick that burns foes.
    Damage: 183Burning: 5 s (1640 damage)Range: 300
    • 0
      Swiftness: 5 s
  • Explosive Shot½
    Fire a shot that explodes on impact, bleeding nearby foes.
    Damage: 118Bleeding: 2 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
  • Med Kit
    Device kit. Equip a kit that replaces your weapon with healing skills.
    Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Flamethrower
    Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
    Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Elixir Gun
    Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
    Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Rocket Boots20
    Gadget. Fly backward, damaging foes with your rocket exhaust. Cures immobilized, crippled, and chilled.
    Damage: 244Rocket Distance: 900Radius: 120
    • 0
      Swiftness: 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
      Swiftness: 5 s

Weapon and Skill Details

Though ITM's template tethered me to these options, I wish to emphasize that I switch in and out different utilities to complement my FT and EG as necessary. I similarly drop the Med Kit in favor of the Healing Turret in certain situations, and will wield the Rifle over the Pistol/Shield as needed. Rather than explaining why I made the choices I did above, I will list below all relevant options to each subset, and when to choose them for the proper situation.

Weapon Selection

Rifle: An efficient weapon choice given that it plays into the close proximity to targets similar to the Flamethrower. Jump Shot, Blunderbuss, and Overcharged Shot all work best within 400 to 100 range of your target, making the Rifle an optimal choice when centered on offensive output. Do not stay out of the Flamethrower for very long, however, as you will do more damage with Flame Jet than you do with Hip Shot. You will miss out on the loss of a second sigil wielding the Rifle (i.e., instead of dual wielding Pistols) but you will make up for it that much more in raw damage through skills. Jump Shot is also a Leap finisher, fwiw.

Pistol: The Pistol has gotten a pretty bad rep when used in Power-based builds, but don’t be fooled: Poison Dart Volley actually does a pretty significant amount of damage (4-6K depending on Armor). Poison also has great utility in PvE when fighting bosses that regenerate health, as Fumigate alone does not permanently sustain Poison on a target. Static Shot can help as a situational Blind when needed, but its Confusion is nothing to write home about. When dual wielding Pistols, you additionally have access to Blowtorch and Glue Shot. Blowtorch will help in better sustaining Burning damage on a target for Flame Jet, and Glue Shot is a helpful, though momentary AoE snare. Like Hip Shot, stay away from Explosive Shot. Use your Poison Dart Volley or Static Shot as needed and swap back to your Flamethrower or Elixir Gun.

Shield: Best utilized for its defensive abilities but it can additionally be used offensively for its Combo finishers. Magnetic Inversion is a Blast finisher and Throw Static Shield is a Projectile finisher. When using Throw Static Shield with the Light fields this build utilizes you will cure conditions on allies within vicinity of the target hit (so long as the shield passes through your Super Elixir field). When using Magnetic Inversion paired with the Fire fields this build utilizes you will stack Might for your allies, or heal them in Water fields. As such, beyond its obvious defensive capability with its stuns, blocks, and knockbacks, it can be used to buff your allies as needed.

Healing Skills

Med Kit: As a toolbelt heal, this skill works most efficiently with Inertial Converter, granting a second 5,000+ heal when below 25% HP. Drop Bandages provide additional healing as well, and Drop Stimulant significantly bolsters your DPS with Fury. I tend to prefer the Med Kit for longer engagements like Lupicus, as it grants me the ability to "preempt" damage taken by dropping bandages on the ground while still at 100% HP. They take a full minute to despawn, and am allowed to drop a maximum of 9 at any given time. Given that they each heal for 1,000 health (plus 50% of your Healing Power value) this is an effective way to mitigate burst attacks from bosses so long as you plan for them.

Healing Turret: Beyond the fact that it can be used as a group heal, it provides 2 conditions removed per overcharge across your entire group (as long as they're within range). Because detonating your Healing Turret additionally counts as a Blast finisher, it can be used not only as a self-combo Area Heal within its own Water field, but also to help stack Might when detonated within Napalm. Because both Jump Shot and Magnetic Inversion provide additional finishers for Area Heals, actively integrate Regenerating Mist into your rotation, followed by a second Area Heal through Rocket Boots.

Utility Skills

Flamethrower: Natively stacks Might while wielding it, so this will be the kit you spend the majority of the time using. Integrate Napalm into your rotation so that you're stacking Might through your Blast finishers (i.e., Detonate Healing Turret). Wield this for DPS and providing offensive boons to your group.

Elixir Gun: Now has a stunbreaker in its toolbelt skill, Healing Mist, so it's more useful than ever. Continues to reprise its role as a great support kit. Make a point to using Acid Bomb (a Blast finisher) every time it's available, both inside and outside of Napalm depending on what the situation requires.

Rocket Boots: Provides a lengthy burn through Rocket Kick, though the main utility skill has its own strengths. It's a Blast finisher, which makes it pair well with Napalm, but more importantly it's a great escape option that the Engineer has often lacked, curing immobilized, crippled, and chilled conditions in the process. Keep in mind that you do not have to launch within Napalm to trigger the Area Might; you simply have to pass through it.

Elixir B: Consuming Elixir B grants Might, Fury, Retaliation, and Swiftness, but the best part about the skill is that Toss Elixir B grants 4+ seconds of Stability. Very useful.

Elixir R: Slot this in favor of Rocket Boots when doing fights where you think you'll need the area revive. Refills Endurance when consumed.

Elixir U: Use this whenever you need a projectile wall through Toss Elixir U. Also acts as a stunbreaker when consumed.

Elixir S:  Use this whenever you need Stealth (i.e., skipping content). Also acts as a stunbreaker when consumed.

II. Traits

Adept Master Grandmaster

Trait Details

Rocket Boots Variant (0/25/0/20/25)

Use this variant to maximize the damage output of your Flamethrower and Elixir Gun. 25 Tools gives you Enduring Damage, increasing your damage by 10% with full Endurance. Being dubbed the "Rocket Boots" variant, this better benefits wielding the Rocket Boots as your third utility with the use of Speedy Gadgets, though you could swap it out for something else as necessary.

Elixirs Variant (0/25/0/30/15)

Use this variant to maximize the boon support of the Flamethrower and Elixir Gun with 30% Boon Duration from Alchemy. With Potent Elixirs, this setup also strengthens the potency of your elixirs, pushing Toss Elixir B's Stability to 6 seconds in duration. This also increases the length of Toss Elixir U's projectile wall.

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III. Stat Specifics & Effects

Primary Stats

  • Health 17082 (+2000)
  • Vitality 1116 (+200)
  • Armor 1980 (+0)
  • Toughness 916 (+0)
  • Attack 2950 (+1065)
  • Power 1981 (+1065)
  • Critical Hit 51% (+47%)
  • Precision 1894 (+978)

Secondary Stats

  • Agony Resistance 45 (+45)
  • Boon Duration 30% (+30%)
  • Condition Damage 250 (+250)
  • Critical Damage 73% (+73%)
  • Damage 969 (+0%)
  • Defense 1064 (+0)
  • Ferocity 728 (+728)
  • Healing Power 175 (+175)
  • Tool Belt Recharge Rate 25% (+25%)

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

Stat and Effect Details

This doesn't carry over effectively due to the fact that ITM currently only shows the boons, conditions, CC, fields, and finishers of the currently equipped kit, but here is the overall breakdown:

Boons: Fury, Might, Swiftness, Vigor, Regeneration, Retaliation
Conditions: Bleeding, Blind, Burning, Confusion, Crippled, Immobilized, Vulnerability, Weakness
Control: Daze, Stun, Launch, Push
Fields: Fire, Water, Light
Finishers: Blast, Leap, Projectile

All of these being said, I wish to emphasize two things:

  • Engineers are the only class in the entire game that has access to Fire, Water, and Light Fields, and this build intentionally is structured to make the most use of that fact.

  • This is not a condition damage build. I realize that having access to so many, especially when wielding the Pistol, you may be led to believe that this build is optimized around condition damage, but it's not. Flame Blast and Acid Bomb scale remarkably well with Power, therefore you gain more gearing around that than bolstering your Bleeding and Burning.

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Duration:

Utility Nourishment

Duration:

Armor & Runes

Berserker's Emblazoned Helm
  • Defense: 97
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. When you use a heal skill, grant fury to nearby allies for 8 seconds. (Cooldown: 10 seconds)
Berserker's Emblazoned Shoulders
  • Defense: 97
  • Power: 34
  • Precision: 24
  • Ferocity: 24
Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. When you use a heal skill, grant fury to nearby allies for 8 seconds. (Cooldown: 10 seconds)
Berserker's Emblazoned Coat
  • Defense: 338
  • Power: 101
  • Precision: 72
  • Ferocity: 72
Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. When you use a heal skill, grant fury to nearby allies for 8 seconds. (Cooldown: 10 seconds)
Berserker's Emblazoned Gloves
  • Defense: 157
  • Power: 34
  • Precision: 24
  • Ferocity: 24
Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. When you use a heal skill, grant fury to nearby allies for 8 seconds. (Cooldown: 10 seconds)
Berserker's Emblazoned Pants
  • Defense: 218
  • Power: 67
  • Precision: 48
  • Ferocity: 48
Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. When you use a heal skill, grant fury to nearby allies for 8 seconds. (Cooldown: 10 seconds)
Berserker's Emblazoned Boots
  • Defense: 157
  • Power: 34
  • Precision: 24
  • Ferocity: 24
Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. When you use a heal skill, grant fury to nearby allies for 8 seconds. (Cooldown: 10 seconds)

Armor Stat Totals

  • Defense 1064
  • Healing Power 175
  • Boon Duration 10%
  • Power 315
  • Precision 224
  • Ferocity 224

Rune Bonuses

Superior Rune of Altruism
  1. Healing Power: 25
  2. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  3. Healing Power: 50
  4. Boon Duration: 10%
  5. Healing Power: 100
  6. When you use a heal skill, grant fury to nearby allies for 8 seconds. (Cooldown: 10 seconds)

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 Pistol
  • Weapon Strength: 876-1029
  • Power: 90
  • Precision: 64
  • Ferocity: 64
Berserker's Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Power: 90
  • Precision: 64
  • Ferocity: 64
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set I

Sigil of Superior Strength

60% chance to apply might for 10s on critical. (Cooldown 1 second)

Sigil of Superior Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 179
  • Precision: 128
  • Ferocity: 128
Sigil of Minor Accuracy
You gain +10 precision each time you kill a foe. (max 25 stacks and ends on down or weapon swap)

Water Weapon I

Sigil of Minor Accuracy

You gain +10 precision each time you kill a foe. (max 25 stacks and ends on down or weapon swap)

Upgrade Item Details

I left food intentionally blank because I personally believe that is up to the individual user. I find that Condition Duration food like Rare Veggie Pizza helps cover the bases with Burning when I'm not using Rocket Boots, assisting in buffing Flame Jet's passive 10% bonus. If you are using Rocket Boots, feel free to use Power and Critical Damage food.

Armor Insignia: As stated previously, this build permanently sustains Burning and Poison on numerous targets as well as offers relatively good to great Bleed stacking. Even still, this is not a Condition Damage build and is better utilized by speccing for Power for Acid Bomb and Flame Blast. Raw Power. Period. Full Berserker. Entirely. Your armor, your weapons, your jewelry—everything.

Runes: Given that the Engineer function as both moderate DPS in groups as well as boon support through its extensive array of combo fields and finishers, I believe Runes of Altruism are our best choice. By giving ourselves an additional 15% Boon Duration, this means that Juggernaut stacks even more significantly. Not only that, you’ll be giving yourself and your allies 3 stacks of Might every 15 seconds along with Fury. Ruby Orbs and Scholar runes are better DPS alternatives if that's more your thing, though I think running 2 Hoelbrak + 2 Fire + 2 Strength runes for +60% Might Duration is more balanced offense in mind of the philosophy behind this build. You will elevate Juggernaut's potency while improving the duration of your Area Might stacks for your allies.

Sigils: You will get a high yield out of Sigil of Strength due to Flame Jet’s quick attack speed (4-5 per second) coupled with your high Precision due to Berserker stats and points in Firearms. Sigil of Battle is another alternative, and actually will give you more Might in the long run than Strength, though it requires precise swapping between your FT and other kits that doesn’t always work conducive to your skill cooldowns. I prefer Strength given that it gives me Might without having to think about it, but that’s a debate that’s still on-going. When it comes to your off-hand, Sigil of Force and Bloodlust are great options, though I would recommend Sigil of the Night over Force in dungeons that are considered "night-time" (all but Arah, HotW, and CM). If on a budget, stick with Force or Bloodlust, especially if you frequently run fractals, which are just as often "daytime" as they are "nighttime." See here for an overall breakdown of "Best in Slot" sigils for each dungeon/fractal.

V. Basic Gameplay

I've listed two general rotations below, though I wish to emphasize that this will not be the extent of how the class is played. Make certain to use Acid Bomb every time it is available, and not just as a Blast finisher in your Might stacking rotation. With Fireforged Trigger it only has a 12 second cooldown, meaning you can comfortably slot a second Acid Bomb in while Napalm is still on cooldown.

A few quirks I think are worth knowing:

  • You can swap to the Med Kit in the middle of a Flame Jet channel to proc Altruism's effect. If you swap at the beginning of the attack and immediately swap back to the Flamethrower, you will not interrupt the channel nor will you have to press 1 again to re-queue the auto-attack.

  • Acid Bomb + Rocket Boots is a good combo, especially if you're leaping back and forth between Napalm triggering Might stacks. Keep in mind, however, that the distance between Acid Bomb's leap FROM Napalm and Rocket Boots' leap TO Napalm are different distances. You will overshoot your target with Rocket Boots, which is why I prefer to use the Med Kit directly afterward, triggering Altruism, and using Drop Stimulant on my way back to DPS.

  • On that note, while leaping through Napalm triggers an Area Might stack, the leap must pass through Napalm sooner than later to proc the effect. Eye-balling it, you want to be about 400 range or closer of your Napalm or else the "Blast" from Rocket Boots will not proc the effect.

Main Skill Rotation

Med Kit
Device kit. Equip a kit that replaces your weapon with healing skills.
Swiftness: 5 s
Drop Stimulant½ 20
Drop a stimulant that grants fury and swiftness.
Fury: 10 sSwiftness: 10 sVigor: 5 s
Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Swiftness: 5 s
Flame Blast½
Fire a napalm ball that rolls through foes and explodes.
Damage: 281Blast damage: 654Blast radius: 240Range: 600
Flame Blast Detonate
Detonate your napalm ball.
Blast Damage: 569Blast Radius: 240
Rocket Kick½ 16
Tool belt. Use your rocket boots to do an explosive kick that burns foes.
Damage: 183Burning: 5 s (1640 damage)Range: 300
Incendiary Ammo
Tool belt. Burn foes with your next three attacks.
Flame Jet
Spray fire in a cone pattern while on the move, burning enemies on the final attack. Deals 10% bonus damage to burning targets.
Damage (10x): 564Burning: 1 s (328 damage)Attacks per second: 5Range: 425
This will be your general FT DPS rotation.

Swap to Med Kit to proc Altruism. Use Drop Stimulant. Swap to your Flamethrower, opening with Flame Blast. Use Rocket Kick and Incendiary Ammo to stack up your Burning to assist with Flame Jet's DPS. Use Flame Blast every time it's up, and then swap back to the Med Kit to re-proc Altruism after 15 seconds.

Might Stacking Rotation

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
Elixir Gun
Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
Swiftness: 5 s
Acid Bomb¼ 12
Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
Damage: 319Duration: 5Radius: 180Combo Finisher: Blast
Rocket Boots20
Gadget. Fly backward, damaging foes with your rocket exhaust. Cures immobilized, crippled, and chilled.
Damage: 244Rocket Distance: 900Radius: 120
Med Kit
Device kit. Equip a kit that replaces your weapon with healing skills.
Swiftness: 5 s
Drop Stimulant½ 20
Drop a stimulant that grants fury and swiftness.
Fury: 10 sSwiftness: 10 sVigor: 5 s
After laying down Napalm, follow through in this rotation. Keep in mind that this listed rotation excludes the Healing Turret, but if you are using it, it is best when used first and detonated before Magnetic Inversion.

Including Altruism, this rotation will give you and your group 12 stacks of Might every 30 seconds (15 with the Healing Turret).

Comments

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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?