Engineer WvW | Small Group Rifle | Assaulter [PvE/WvW] MrForz's Exterminator Build.

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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

Berserker's Rifle
  • Weapon Strength: 1085-1326
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Rampager's Harpoon Gun
  • Weapon Strength: 996-1100
  • Precision: 120
  • Power: 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
  • Grenade Barrage½ 25
    Tool belt. Throw several grenades at once.
    Damage: 122Explosion radius: 150Number of grenades: 6Range: 1,125
    • 0
  • Throw Wrench½ 17
    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
  • Rocket Kick½ 17
    Tool belt. Use your rocket boots to do an explosive kick that burns foes.
    Damage: 183Burning: 5 s (1640 damage)Range: 300
    • 0
  • 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: 1,400
    • 0
    • 0
  • Net Shot10
    Immobilize foes with a net shot.
    Immobilized: 2Range: 1,400
    • 0
    • 0
  • 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: 800
    • 0
    • 0
  • 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: 700
    • 0
    • 0
  • Jump Shot¼ 20
    Blast the ground, damaging nearby foes and leaping to your target.
    Leap damage: 348Landing damage: 696x3Vulnerability: 7 sRadius: 240Combo Finisher: LeapRange: 900
    • 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
  • Grenade Kit
    Device kit. Equip a kit that replaces your weapon with grenade skills.
    • 0
  • Tool Kit
    Weapon kit. Equip a kit that gives you a variety of tools.
    • 0
  • Rocket Boots20
    Gadget. Fly backward, damaging foes with your rocket exhaust. Cures immobilized, crippled, and chilled.
    Damage: 244Rocket Distance: 900Radius: 120
    • 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

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

Adept Master Grandmaster

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

  • 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 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

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Maintenance Oil
Duration: 30min
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

Celestial Emblazoned Helm
  • Defense: 97
  • Power: 28
  • Precision: 28
  • Toughness: 28
  • Vitality: 28
  • Condition Damage: 28
  • Healing Power: 28
  • Ferocity: 28
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Celestial Emblazoned Shoulders
  • Defense: 97
  • Power: 21
  • Precision: 21
  • Toughness: 21
  • Vitality: 21
  • Condition Damage: 21
  • Healing Power: 21
  • Ferocity: 21
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Celestial Emblazoned Coat
  • Defense: 338
  • Power: 63
  • Precision: 63
  • Toughness: 63
  • Vitality: 63
  • Condition Damage: 63
  • Healing Power: 63
  • Ferocity: 63
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Celestial Emblazoned Gloves
  • Defense: 157
  • Power: 21
  • Precision: 21
  • Toughness: 21
  • Vitality: 21
  • Condition Damage: 21
  • Healing Power: 21
  • Ferocity: 21
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Celestial Emblazoned Pants
  • Defense: 218
  • Power: 42
  • Precision: 42
  • Toughness: 42
  • Vitality: 42
  • Condition Damage: 42
  • Healing Power: 42
  • Ferocity: 42
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Celestial Emblazoned Boots
  • Defense: 157
  • Power: 21
  • Precision: 21
  • Toughness: 21
  • Vitality: 21
  • Condition Damage: 21
  • Healing Power: 21
  • Ferocity: 21
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. 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
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%

Accessories & Jewels

The Eyes of AbaddonDefensive Slot
  • Power: 72
  • Precision: 72
  • Toughness: 72
  • Vitality: 72
  • Condition Damage: 72
  • Healing Power: 72
  • Ferocity: 72
Berserker's BackOffensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Solaria, Circle of the SunOffensive Slot
  • Power: 57
  • Precision: 57
  • Toughness: 57
  • Vitality: 57
  • Condition Damage: 57
  • Healing Power: 57
  • Ferocity: 57
(Infused)
Lunaria, Circle of the MoonDefensive Slot
  • Power: 57
  • Precision: 57
  • Toughness: 57
  • Vitality: 57
  • Condition Damage: 57
  • Healing Power: 57
  • Ferocity: 57
(Infused)
Celestial SigilDefensive Slot
  • Power: 50
  • Precision: 50
  • Toughness: 50
  • Vitality: 50
  • Condition Damage: 50
  • Healing Power: 50
  • Ferocity: 50
Ancient Mursaat TokenOffensive Slot
  • Power: 50
  • Precision: 50
  • Toughness: 50
  • Vitality: 50
  • Condition Damage: 50
  • Healing Power: 50
  • Ferocity: 50

Accessory Totals

  • Power:349
  • Precision:326
  • Toughness:286
  • Vitality:286
  • Condition Damage:286
  • Healing Power:286
  • Ferocity:326

Weapon Set Sigils

Berserker's Rifle
  • Weapon Strength: 1085-1326
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set I

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Rampager's Harpoon Gun
  • Weapon Strength: 996-1100
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Water Weapon I

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Upgrade Item Details

Sigil of Battle all the way! Up to 6 free Might stacks giving both direct and condition damage when juggling with your kits. What's not to like?

 

The Traveler runes make the current trait set possible. The boon duration is welcome and the 10% condition duration stacked with the 30% in Explosives AND the 40% from the Rare Veggie Pizza is more than welcome.


V. Basic Gameplay

The build works best during group action, assaults, or defense. Roaming isn't exactly recommended despite the tremendous amount of damage. Your attacks don't have alot of synergy with eachother but you have all the necessary tools to apprehend your target and adapt to most of situations.

 

Also, the build is a killer in PvE too.


Main Skill Rotation

Tool Kit
Weapon kit. Equip a kit that gives you a variety of tools.
Magnet25
Pull your target to you.
Range: 1,200
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: 700
Net Shot10
Immobilize foes with a net shot.
Immobilized: 2Range: 1,400
Grenade Barrage½ 25
Tool belt. Throw several grenades at once.
Damage: 122Explosion radius: 150Number of grenades: 6Range: 1,125
Jump Shot¼ 20
Blast the ground, damaging nearby foes and leaping to your target.
Leap damage: 348Landing damage: 696x3Vulnerability: 7 sRadius: 240Combo Finisher: LeapRange: 900
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: 800
Rocket Kick½ 17
Tool belt. Use your rocket boots to do an explosive kick that burns foes.
Damage: 183Burning: 5 s (1640 damage)Range: 300

This combo is about the best thing you can do in the best situations if you want someone destroyed. It's not likely to happen if your opponent has any reactivity.

 

Other than that, Engineers have no skill rotation, they use what they can when they can and adapted to the situation they're facing, in exchange for that loss, all their attacks hit fairly hard and either controls, or leave annoying conditions behind.


VI. Tips and Misc.

Don't be afraid to use your Gear Shield at the first sign of trouble.

 

Use your Overcharged Shot carefully, a successful one gives you an advantage, a failed one will get you into alot of trouble.

 

Don't be afraid to use your Jump Shot. The radius is very large and hits like a truck. It also covers a good amount of distance if looking to escape or to reposition yourself.

 

Use your Magnet wisely. Unless it is necessary or that the risk of being countered is very low, do not engage with it. Use it in the middle of the fight, when your opponent has burnt a good amount of dodges and control immunities or when a class like a Thief is looking to reset a fight.

 

The condition damage you get with all that stuff gives some juice to your Pry Bar. If you have the time to get close, smack your target with it. It's not a priority though.

 

You can replace the Rocket Boots skill with: Elixir S, Elixir R, Slick Shoes, Net Turret (they often don't see that coming and the immobilize is boosted by the condition duration), Flamethrower, Elixir Gun, and Bomb Kit.

 


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