Engineer sPvP | Tournament Rifle | Roamer SD Turreteer
Table of Contents
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
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- 0Swiftness: 5 s
- 0Swiftness: 5 s
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- Cleansing Burst15Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480
- Explosive Rockets20Overcharge 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
- 0Swiftness: 5 s
- Automatic Fire30Overcharge your rifle turret to fire a burst of bleeding shots.Rate of fire increase: 50%Bleeding: 3 s (128 damage)Duration: 5
- Overcharge Supply CrateOvercharge 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
Explosives
Firearms
Inventions
Alchemy
Tools
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
Conditions
Control
Fields & Finishers
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
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
Rune Stat Totals
- Power 175
- Ferocity 100
Rune Bonuses
PvP Rune of the Scholar- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
Accessories & Jewels
- Power: 0
- Precision: 0
- Ferocity: 0
- Vitality: 0
Accessory Totals
- Power:900
- Precision:1200
- Condition Damage:900
- Ferocity:0
- Vitality:0
Weapon Set Sigils
- Weapon Strength: 1085-1326
- Weapon Strength: -
Weapon Set I
Sigil of Superior Accuracy+7% crit chance.
- 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
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
For when you're camping a spot, or an extra 4k heal!
Double Jump Shot
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.