Engineer sPvP | Tournament Rifle | Roamer SD Turreteer

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Summary

The gameplay is heavily reliant on the use of Static Discharge coupled with the hard-hitting combos for heavy burst, but also includes forms of sustained dps for the long, drawn-out fights


I. Weapons and Skills

PvP Rifle
  • Weapon Strength: 1085-1326
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Regenerating Mist16¼
    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
  • Rocket¼ 19¼
    Tool belt. Fire a rocket out of your belt that explodes on impact.
    Damage: 304Radius: 240Range: 1,200
    • Detonate Rocket Turret
      Detonate your rocket turret.
      Combo Finisher: Blast
  • Throw Wrench½ 13
    Tool belt. Throw your wrench so that it returns to you, striking foes each way. Repair any turrets that the wrench hits.
    Damage: 244Combo Finisher: ProjectileRange: 900
    • 0
      Swiftness: 5 s
  • Surprise Shot
    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
  • Med Pack Drop
    Tool belt. Call down a supply drop of med packs into the target area.
    • 0
  • Hip Shot¾
    Deliver a quick rifle shot from the hip that pierces targets.
    Damage: 251Range: 1,200
    • 0
      Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Net Shot10
    Immobilize foes with a net shot.
    Immobilized: 2Range: 1,200Crippled: 5 s
    • 0
      Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • 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: 700
    • 0
      Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • 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: 600
    • 0
      Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Jump Shot¼ 20
    Blast the ground, damaging nearby foes and leaping to your target.
    Leap damage: 348Landing damage: 696x3Vulnerability: 7 sRadius: 240Combo Finisher: LeapRange: 800
    • 0
      Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • 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
  • Rocket Turret½ 50
    Turret. Build a turret that fires rockets.
    Damage: 794Burning: 3 s (984 damage)Rocket range: 1,200Rate of fire: 4 sRadius: 240
    • Explosive Rockets20
      Overcharge your turret to fire explosive rockets.
      Damage: 1,270Knockdown: 2 sBurning: 3 s (984 damage)Rocket range: 1,200Rate of fire: 4 sRadius: 240Duration: 7
  • Tool Kit
    Weapon kit. Equip a kit that gives you a variety of tools.
    Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • 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
  • 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

Turrets for the condition damage, detonation synergy with accelerant-packed turrets, and low cool-down tool-belt skills. Toolkit for the confusion, magnet and gear shield.


II. Traits

Adept Master Grandmaster

Trait Details

The biggest traits in this build are Static Discharge, Scope, Rifle Mod, and Incendiary Powder to a lesser extent. These are what give the build the punch it packs while also wearing them down. Sitting Duck and Accelerant-Packed Turrets provide some additional utility to the overall setup and are there just for ease-of-use. Speedy Kits for mobility.


III. Stat Specifics & Effects

Primary Stats

  • Health 15922 (+0)
  • Vitality 916 (+0)
  • Armor 1980 (+0)
  • Toughness 916 (+0)
  • Attack 3517 (+1396)
  • Power 2191 (+1275)
  • Critical Hit 74% (+74%)
  • Precision 2316 (+1400)

Secondary Stats

  • Condition Damage 1100 (+1100)
  • Condition Duration 20% (+20%)
  • Critical Damage 26% (+26%)
  • Damage 1326 (+10%)
  • Defense 1064 (+0)
  • Ferocity 400 (+400)
  • Tool Belt Recharge Rate 30% (+30%)

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

Stat and Effect Details

The build is primarily a glass cannon, but with the added condition damage, will carry some sustained dps. The amount of crit sits at 60%, but beyond 600 units it will be at 70% due to the scope trait; this also covers the lack of fury. It also features a nice 43% crit damage multiplier.


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
PvP Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
PvP Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
PvP Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
PvP Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
PvP Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Rune Stat Totals

  • Power 175
  • Ferocity 100

Rune Bonuses

PvP Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Accessories & Jewels

Rampager's Amulet
  • Power: 900
  • Precision: 1200
  • Condition Damage: 900
delete
  • Power: 0
  • Precision: 0
  • Ferocity: 0
  • Vitality: 0

Accessory Totals

  • Power:900
  • Precision:1200
  • Condition Damage:900
  • Ferocity:0
  • Vitality:0

Weapon Set Sigils

PvP Rifle
  • Weapon Strength: 1085-1326
PvP
  • Weapon Strength: -
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set I

Sigil of Superior Accuracy

+7% crit chance.

PvP
  • Weapon Strength: -

Water Weapon I

Upgrade Item Details

Runes of scholar for the added damage and crit bonus, and sigil of accuracy to bump up the 55% to a solid 60%.


V. Basic Gameplay

Offensively: Stay far away from opponents and pound at them until they are low enough to take them out with burst.

 

Defensively: Set-up turrets in smart locations. If going against opponents with high power builds, place them in locations that are hard to reach by climbing on obstacles and jumping off them while placing the turret so they 'float'. This will make it a pain for pets and illusions to go after, as well as keep them busy. For opponents that are more condition based, don't be afraid to leave them out. Turrets do not receive condition damage, thus are only affected by direct damage, not included crits either.


Main Skill Rotation

Net Shot10
Immobilize foes with a net shot.
Immobilized: 2Range: 1,200Crippled: 5 s
Rocket¼ 19¼
Tool belt. Fire a rocket out of your belt that explodes on impact.
Damage: 304Radius: 240Range: 1,200
Throw Wrench½ 13
Tool belt. Throw your wrench so that it returns to you, striking foes each way. Repair any turrets that the wrench hits.
Damage: 244Combo Finisher: ProjectileRange: 900
Surprise Shot
Tool belt. Fire a bullet out of your belt.
Damage: 202Combo Finisher: ProjectileRange: 1,000
Hip Shot¾
Deliver a quick rifle shot from the hip that pierces targets.
Damage: 251Range: 1,200

Open up with Net Shot for the control and extra vulnerability stacks, burst with Static Discharge chain using tool-belt, finish them off with some auto-attacks. All at range.


High Burst/Heal Spike

Rocket Turret½ 50
Turret. Build a turret that fires rockets.
Damage: 794Burning: 3 s (984 damage)Rocket range: 1,200Rate of fire: 4 sRadius: 240
Rifle Turret½ 20
Turret. Build a rifle turret that shoots at foes.
Damage: 477Maximum range: 1,000Rate of fire: 2 s
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
Surprise Shot
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
Rocket¼ 19¼
Tool belt. Fire a rocket out of your belt that explodes on impact.
Damage: 304Radius: 240Range: 1,200
Detonate Rocket Turret
Detonate your rocket turret.
Combo Finisher: Blast
Regenerating Mist16¼
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

For when you're camping a spot, or an extra 4k heal!


Double Jump Shot

Tool Kit
Weapon kit. Equip a kit that gives you a variety of tools.
Swiftness: 5 s
Magnet25
Pull your target to you.
Range: 1,200
Jump Shot¼ 20
Blast the ground, damaging nearby foes and leaping to your target.
Leap damage: 348Landing damage: 696x3Vulnerability: 7 sRadius: 240Combo Finisher: LeapRange: 800

Stow (Don't drop bundle) the Tool-kit at the start of Magnet, so you can hide the animation. While the skill is still channeling do a point-blank Jump Shot and you'll be able to get both hits off for a massive damage spike.


VI. vs. Theives

Place a turret at your feet and wait for them to appear. Once they do, or anticipate that they will, pop your gear shield and/or detonate the turret. If it's a particularly annoying thief who keeps on stealthing, go ahead and leave out the rocket turret and overcharge, if not use the rifle turret. Watch to see if they fire/move to detect were the thief, they make nice alarms. The Main Rotation should be enough to down most thieves.


VII. vs. Warriors

Generally, the same as the Thieves strategy, by leaving turrets nearby to detonate in-case of stuns. In the current meta there's many stun-lock warriors, so the best thing to do in the case that you are fighting one is to immobile/cripple them as much as possible; even if it means using your elite. Also, be careful with turret placement if you plan to use them for damage, because Warriors have some of the best power scaling skills in the game, they'll take down your turrets quickly.


VIII. vs. Guardians

These guys are a drag to fight for any burst class, but seeing as this build relies heavily on auto-attack, what you can do is: set-up your turrets and let them pommel him as you watch them to drop boons/buffs. Watch closely to see if any shields are up and as soon as they drop, give 'em a prybar to the face and fit a Double Jump Shot if you can. If they're caught off guard, go ahead and detonate and finish 'em off with a High Burst, if not leave your turrets out; rinse and repeat you're going to be there for awhile.


IX. vs. Necros

Nasty little buggers. No fear, since turrets take no condition damage, leave these out of place, so either they're not being hit by their flesh golem or enough so that it'll distract it. Necros are quiet territorial and like to keep the space around them clear, so don't even think about getting too close. Keep at range and keep your eye out for when they pop death shroud. As soon as they do, deplete it, and give them a High Burst right when they run out. Heck, give them a pry bar to face, just to be mean.


X. vs. Mesmers


XI. vs. Elementalists


XII. vs. Rangers


XIII. About me

I have been playing engineer since release and have accumulated over 2000 hours of gameplay on my character. I'm rank 30 in PvP with 1000 tourney matches under my belt (though many are losses ;D). I've had the pleasure of playing along side and exchanging ideas with many fantastic engineers such as: Voz, Phineas Poe, Sir Koroshi, and Ostrich Eggs. They are my inspiration and motivation to play the Engineer class.


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