Engineer WvW | Small Group Rifle | Assaulter [PvE/WvW] MrForz's Exterminator Build.
Table of Contents
Summary
Hello and welcome. I am Mr.Forz. The name probably won't ring a bell and it doesn't really matter. What matters however is that I've been an avid engineer player since the release of this game and playing this class is all I know.
I have been through countless builds, bunker, burster, condition spammer, grenadier, bomber, under all possible stats, from zerker to rabid while going through dire and settler.
Today I'm coming up with a build centered around celestial stats, an prefix that I personally find awesome on the engineer due to the possibility to deal high hybrid damage.
You will have a decent amount of survivability through the defensive section of the celestial stats + one awesome trait and a gadget of your choice.
You will hit hard, at the range of your choice, the closer the better, and leave ALOT of condition damage behind these hits.
I. Weapons and Skills
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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
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- Overcharge Supply CrateOvercharge supply crate's turrets.
Weapon and Skill Details
Your main weapon will be a rifle. Believe it or not, 'Blunderbuss' is a quick and great source of condition damage for this build and it hits hard, it comes with all the necessary tools to apprehend your target before putting it down.
-Healing Turret is a no-brainer. Drop the turret, overcharge it, pick it up for a decent heal that cures 2 conditions every 15s. Drop the turret, overcharge it then blow it up for a better version of the heal but with a 20s cooldown. Use the former for long and tedious fights mostly against condition tanks, use the latter when you get bursted down. Engineers have poor condition cleaning skills outside Cleaning Formula 409 and I'll be honest, I hate elixirs to oblivion, I didn't sign up just to drink and shoot.
-The Grenade kit reacts exceptionally well with the celestial armor. High direct damage, tremendously high condition damage, possibility to cap the bleeding stacks on targets (very unlikely in PvP), blinds, an annoying chill and poison fields. This is a great kit for group action in both offensive and defensive situations.
-The Tool Kit. You know what they say about it? Once you get used to it, you can't live without it. The legendary Pry Bar reacts well with celestial stats thanks to a high base damage and 5 confusion stacks. The Gear Shield allowing you to block for 3s every 20s will be one of your main defenses and it's up to you to find creative ways to use the Magnet and the Box of Nails, hehe.
-The Rocket Boots, our generic dash skill. Well I'll be honest, you can put about anything you want in here if you're not into Rocket Boots, I tend to change it for Slick Shoes, Elixir R, Elixir S or even Flamethrower sometimes, this is all up to you. Just be careful to not be stuck with the wrong skill on a specific situation.
-The Supply Crate is a no-brainer. Turns the tables of 1v1s and smaller group fights and serves as a 1200 range 'HALT' in bigger fights. I'm personally a fan of Elixir X but the RNG aspect of it is unpractical.
II. Traits
Explosives
Firearms
Inventions
Alchemy
Trait Details
Thanks to the Superior Runes of the Traveler, there's no need to invest in movement speed. Therefore, you can finally realize your dreams of going 30 in Explosives and 30 in Firearms for the Grenadier, Target the Maimed, and Modified Ammunition traits. Giving you an enormous boost in damage output if you're willing to throw everything you have on your target.
Incendiary Powder is a must, Burning damage is one hell of a condition.
Accelerant Packet Turrets will push back the foes getting too up-close and pesonnal with you.
You can use the two first trait slots in Firearms as you see fit: range, rifle damage boost, cooldown reduction, sitting duck. Everything works.
It is also up to you if you prefer Cloaking Device from Inventions or Protection Injection from Alchemy. Just remembers that Overcharged Shot and Rocket Boots are here to get rid of Immobilize.
III. Stat Specifics & Effects
Primary Stats
- Health 22102 (+6180)
- Vitality 1534 (+618)
- Armor 2498 (+518)
- Toughness 1434 (+518)
- Attack 3360 (+1239)
- Power 2034 (+1118)
- Critical Hit 56% (+56%)
- Precision 2092 (+1176)
Secondary Stats
- Boon Duration 25% (+25%)
- Condition Damage 888 (+888)
- Condition Duration 80% (+80%)
- Critical Damage 48% (+48%)
- Damage 1326 (+10%)
- Defense 1064 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 729 (+729)
- Healing Power 518 (+518)
- Movement Speed 25% (+25%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
The stats of a celestial build. Precision may be lacking. Feel free to replace some celestial pieces with Berserker stuff if you feel too uncomfortable with your current crit chance. Maintenance Oil will be here to help you compensate.
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
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain precision equal to 6% of your toughness
- Gain precision equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 97
- Power: 28
- Precision: 28
- Toughness: 28
- Vitality: 28
- Condition Damage: 28
- Healing Power: 28
- Ferocity: 28
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 97
- Power: 21
- Precision: 21
- Toughness: 21
- Vitality: 21
- Condition Damage: 21
- Healing Power: 21
- Ferocity: 21
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 338
- Power: 63
- Precision: 63
- Toughness: 63
- Vitality: 63
- Condition Damage: 63
- Healing Power: 63
- Ferocity: 63
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 157
- Power: 21
- Precision: 21
- Toughness: 21
- Vitality: 21
- Condition Damage: 21
- Healing Power: 21
- Ferocity: 21
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 218
- Power: 42
- Precision: 42
- Toughness: 42
- Vitality: 42
- Condition Damage: 42
- Healing Power: 42
- Ferocity: 42
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 157
- Power: 21
- Precision: 21
- Toughness: 21
- Vitality: 21
- Condition Damage: 21
- Healing Power: 21
- Ferocity: 21
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
Armor Stat Totals
- Defense 1064
- Power 230
- Precision 232
- Toughness 232
- Vitality 232
- Condition Damage 232
- Healing Power 232
- Ferocity 232
- Boon Duration 15%
- Condition Duration 10%
- Movement Speed 25%
Rune Bonuses
Superior Rune of the Traveler- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
Accessories & Jewels
Accessory Totals
- Power:349
- Precision:326
- Toughness:286
- Vitality:286
- Condition Damage:286
- Healing Power:286
- Ferocity:326
Weapon Set Sigils
- Weapon Strength: 1085-1326
- Power: 239
- Precision: 171
- Ferocity: 171
- Weapon Strength: -