Engineer WvW | Small Group Pistol/Pistol | Support WvW (Test build) Nocturnal Lunacy's Altruistic Engineer

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Summary

I made this build as a support for WvW fights. This build has high healing power and high conditional damage, toughness and pretty good vitality.
This build can be improved upon and it is just a test build so any and all input is greatly appreciated.


I. Weapons and Skills

Apothecary's Pistol
  • Weapon Strength: 876-1029
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Pistol
  • Weapon Strength: 876-1029
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Harpoon Gun
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
  • Regenerating Mist21
    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
  • Healing Mist35
    Tool belt. Vent a healing mist, granting regeneration to yourself and allies.
    Regeneration: 10 s (1300 health)Radius: 240Break Stun
    • 0
  • Surprise Shot8
    Tool belt. Fire a bullet out of your belt.
    Damage: 202Combo Finisher: ProjectileRange: 1,000
    • Detonate Rifle Turret
      Detonate your rifle turret.
      Combo Finisher: Blast
  • Big Ol' Bomb½ 25
    Tool belt. Set a timed charge with a big blast that launches nearby foes.
    Damage: 548Blowout: 400Radius: 300Combo Finisher: Blast
    • 0
  • 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
    • 0
  • Poison Dart Volley10
    Fire a volley of darts that poison foes.
    Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
    • 0
    • 0
  • 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
    • 0
  • Blowtorch½ 15
    Unleash flames from your pistol to burn foes. Deal more damage the closer you are.
    Damage at 200 distance (3x): 333Damage at 600 distance: 111x3Burning at 200 distance: 2 s (1968 damage)Burning at 600 distance: 2 s (656 damage)Range: 600
    • 0
    • 0
  • Glue Shot½ 30
    Coat the target area with a glue puddle that immobilizes foes on impact, then cripples foes that remain within.
    Immobilized: 1 sCrippled: 1 sGlue puddle duration: 6UnblockableRadius: 240Range: 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
  • Elixir Gun
    Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
    • 0
  • Rifle Turret½ 20
    Turret. Build a rifle turret that shoots at foes.
    Damage: 477Maximum range: 1,000Rate of fire: 2 s
    • Automatic Fire30
      Overcharge your rifle turret to fire a burst of bleeding shots.
      Rate of fire increase: 50%Bleeding: 3 s (128 damage)Duration: 5
  • Bomb Kit
    Device kit. Equip a kit that replaces your weapon with bomb skills.
    • 0
  • 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

I went with dual pistol so I can get 2 sigils. Altho, when Anet updates with 2-handed weapons able to have 2 sigils then I will probably switch to a rifle. I sometimes equip Elixir C instead of the Rifle Turret when I am solo in PvE. But I equip a turret in WvW so that I can blast the healing field generated by the Healing Turret twice. Once by exploding the Rifle Turret and then exploding the Healing Turret.


II. Traits

Adept Master Grandmaster

Trait Details

This can be improved but the absolute main component of this build is using bombs to heal so that will have to stay. There is no precision or critical damage in this build but there is plenty of conditional damage so not only will there be great support but you will add your kills in by way of conditions.
BTW another trait that will or should stay is Forceful Explosions. The larger radius means more allies withing the healing radius of the bombs.


III. Stat Specifics & Effects

Primary Stats

  • Health 22162 (+6240)
  • Vitality 1540 (+624)
  • Armor 2884 (+904)
  • Toughness 1820 (+904)
  • Attack 2681 (+736)
  • Power 1652 (+736)
  • Precision 916 (+0)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Condition Damage 1344 (+1344)
  • Condition Duration 20% (+20%)
  • Damage 1029 (+0%)
  • Defense 1064 (+0)
  • Experience from Kills 10% (+10%)
  • Healing Power 1225 (+1225)
  • Karma 5% (+5%)

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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Saffron-Mango Ice Cream
Duration: 30min
Gain healing power equal to 6% of your vitality
Gain healing power equal to 4% of your toughness
Karma: 5%
  • (30min)
  • Gain healing power equal to 6% of your vitality
  • Gain healing power equal to 4% of your toughness
  • Karma: 5%

Utility Nourishment

Master Tuning Crystal
Duration: 30min
Gain Condition damage equal to 6% of your toughness
Gain Condition damage equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain Condition damage equal to 6% of your toughness
  • Gain Condition damage equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Settler's Pirate Mask
  • Defense: 97
  • Toughness: 60
  • Condition Damage: 43
  • Healing Power: 43
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 5 seconds. (Cooldown: 10 seconds)
Settler's Rogue Pauldrons
  • Defense: 97
  • Toughness: 45
  • Condition Damage: 32
  • Healing Power: 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 5 seconds. (Cooldown: 10 seconds)
Settler's Rogue Coat
  • Defense: 338
  • Toughness: 134
  • Condition Damage: 96
  • Healing Power: 96
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 5 seconds. (Cooldown: 10 seconds)
Settler's Rogue Gloves
  • Defense: 157
  • Toughness: 45
  • Condition Damage: 32
  • Healing Power: 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 5 seconds. (Cooldown: 10 seconds)
Settler's Rogue Pants
  • Defense: 218
  • Toughness: 90
  • Condition Damage: 64
  • Healing Power: 64
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 5 seconds. (Cooldown: 10 seconds)
Settler's Pirate Boots
  • Defense: 157
  • Toughness: 45
  • Condition Damage: 32
  • Healing Power: 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 5 seconds. (Cooldown: 10 seconds)

Armor Stat Totals

  • Defense 1064
  • Healing Power 474
  • Boon Duration 10%
  • Toughness 419
  • Condition Damage 299

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 5 seconds. (Cooldown: 10 seconds)

Accessories & Jewels

Carrion Amulet
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Shaman's Back
  • Vitality: 30
  • Condition Damage: 21
  • Healing Power: 21
(Infused)
Cleric's Jewel
  • Healing Power: 25
  • Power: 15
  • Toughness: 15
Carrion Ring
  • Condition Damage: 90
  • Power: 64
  • Vitality: 64
(Infused)
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Carrion Ring
  • Condition Damage: 90
  • Power: 64
  • Vitality: 64
(Infused)
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Carrion Earring
  • Condition Damage: 75
  • Power: 53
  • Vitality: 53
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Carrion Earring
  • Condition Damage: 75
  • Power: 53
  • Vitality: 53
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15

Accessory Totals

  • Power:409
  • Vitality:424
  • Condition Damage:596
  • Healing Power:46
  • Toughness:15

Weapon Set Sigils

Apothecary's Pistol
  • Weapon Strength: 876-1029
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Pistol
  • Weapon Strength: 876-1029
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Superior Sigil of Renewal
Heal Nearby Allies on Weapon Swap

Weapon Set I

Sigil of Superior Life

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

Superior Sigil of Renewal

Heal Nearby Allies on Weapon Swap

Apothecary's Harpoon Gun
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Water Weapon I

Sigil of Superior Life

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

Upgrade Item Details

Obviously the Sigil of Life will greatly give this build more healing power and every little bit of heals in WvW are always needed. And the Sigil of Renewal is great for healing allies when switching from bomb kit or elixir gun or to pistols or whatever.
The Tuning Crystals and having all jewelry as Carrion is mainly for extra vitality, power and conditional damage. If all jewelry was apothecary then your vitality would only be around 17k or so I can't remember. With them you get around 22k vitality.


V. Basic Gameplay

Self explanatory.


Main Skill Rotation

Again, this is a test build and can be improved and I welcome any and all input.


VI. Video of this build in action.

Test Build in Action here!

 

Here is the build in a very extreme situation in WvW holding my own.
Extreme


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