Engineer sPvP | Tournament Pistol/Shield | Team fighter Turreteer - Condition/Turrets/BOONAGE
Table of Contents
Summary
Turreteer - A turret focussed build delivering conditions CC and a shedload of boons and reflective shielding!
Enjoy!
I. Weapons and Skills
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- Magnetic InversionRelease the magnetic field to push back nearby foes.Damage: 76Knockback: 300Combo Finisher: Blast
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- Throw Shield¾Throw your charged shield. Dazes foes it hits on the way out and back.Daze: 1 sDamage: 151Combo Finisher: ProjectileRange: 900
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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
- Thump 30Overcharge your thumper turret to launch nearby foes.Damage: 762Blowout: 400Radius: 240
- Smoke Screen 30Overcharge your flame turret, releasing a smoke screen that blinds nearby foes.Blind per pulse: 2 sDuration: 5Radius: 450Combo Field: Smoke
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- Overcharge Supply CrateOvercharge supply crate's turrets.
II. Traits
Explosives
Firearms
Inventions
Alchemy
Trait Details
Hey all!
The build is very much based around the turrets, and the fact that they produce a lot of knockbacks blasts and boons to this build in particular.
The two NEW grandmaster traits for Engi in the Alchemy and Inventions trait lines are both used in the build along with the supply crate which really synergise well! The main reason is because of the amount of support that is thrown out by the boons dished out from the turrets and also the dome/reflect support they carry AND the explosions caused when they are destroyed thus being a big old mess for the enemy to deal with!
I do have a youtube channel at www.youtube.com/unityjebro where I explain the build in full
Enjoy!
Jebro
III. Stat Specifics & Effects
Primary Stats
- Health 29672 (+13750)
- Vitality 2291 (+1375)
- Armor 2341 (+300)
- Toughness 1216 (+300)
- Attack 2885 (+1000)
- Power 1916 (+1000)
- Precision 916 (+0)
Secondary Stats
- Boon Duration 35% (+35%)
- Condition Damage 1360 (+1360)
- Condition Duration 10% (+10%)
- Damage 969 (+0%)
- Defense 1125 (+0)
- Healing Power 300 (+300)
Boons
Conditions
Control
Fields & Finishers
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Vitality: 25
- Boon Duration: 5%
- Vitality: 50
- 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
- Vitality: 100
- When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
- Vitality: 25
- Boon Duration: 5%
- Vitality: 50
- 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
- Vitality: 100
- When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
- Vitality: 25
- Boon Duration: 5%
- Vitality: 50
- 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
- Vitality: 100
- When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
- Vitality: 25
- Boon Duration: 5%
- Vitality: 50
- 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
- Vitality: 100
- When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
- Vitality: 25
- Boon Duration: 5%
- Vitality: 50
- 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
- Vitality: 100
- When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
- Vitality: 25
- Boon Duration: 5%
- Vitality: 50
- 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
- Vitality: 100
- When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
Rune Stat Totals
- Vitality 175
- Boon Duration 5%
Rune Bonuses
PvP Rune of Sanctuary- Vitality: 25
- Boon Duration: 5%
- Vitality: 50
- 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
- Vitality: 100
- When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
Accessories & Jewels
- Condition Damage: 0
- Power: 0
- Vitality: 0
Accessory Totals
- Power:900
- Vitality:900
- Condition Damage:1200
Weapon Set Sigils
- Weapon Strength: 876-1029
- Weapon Strength: 806-909
Weapon Defense: 61
Weapon Set I
Sigil of Minor CorruptionYou gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
- Weapon Strength: 905-1000
Water Weapon I
V. Basic Gameplay
Main Skill Rotation
The F1 skill after the cleansing burst is of course a blast then again for even more healing going for the rumble blast mix.
That rumble can also be used with regenerating mist to get a nice heal.
Quick blast heal. No heal turret needed for this lil heal!
This is basically a nice rotation leading into a big team fight or to buff might going into the mass amount of bonns that will be with you from the supply crate.
Starting with the 4th ability on Flamethrow which is a fire combo field and blasting whatever you can into it. Id save turrets here for when your supply crate goes down as youll be stacking but they will go down fast.
This is a long rotation but I use this in different orders depending on situation.
Running into a point to hold perhaps against 2 enemies vs just me. Ill run in, put down my turrets, dodge, put down napalm to burn then knockback with shield gaining the might stack as I do it so I dont waste the blast.
Then Ill get a flamethrower out, put down a flame field knockback again with 3 on the thrower, blast the fire field with my turrets to gain more might and maybe getting off rumble aswell.
(og course thats if Im still alive )