Engineer sPvP | Tournament Pistol/Shield | Team fighter Turreteer - Condition/Turrets/BOONAGE

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Summary

Turreteer - A turret focussed build delivering conditions CC and a shedload of boons and reflective shielding!

 

 

Enjoy!

 


I. Weapons and Skills

PvP Pistol
  • Weapon Strength: 876-1029
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
PvP Harpoon gun
  • Weapon Strength: 905-1000
  • 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
  • Rumble45
    Tool belt. Release a shockwave of inertial force to damage nearby foes.
    Stability: 1 sDamage: 146Combo Finisher: BlastRange: 240Breaks stun
    • Detonate Thumper Turret
      Detonate your thumper turret.
      Combo Finisher: Blast
  • Throw Napalm25
    Tool belt. Deploy a turret that burns foes.
    Damage: 170Burning: 5 s (1640 damage)Radius: 180Range: 900
    • Detonate Flame Turret
      Detonate your flame turret.
      Combo Finisher: Blast
  • Incendiary Ammo50
    Tool belt. Burn foes with your next three attacks.
    • 0
  • Med Pack Drop
    Tool belt. Call down a supply drop of med packs into the target area.
    • 0
  • Explosive Shot½
    Fire a shot that explodes on impact, bleeding nearby foes.
    Damage: 118Bleeding: 3 s (85 damage)Radius: 120Combo Finisher: Projectile (20% chance)Range: 900
    • 0
    • 0
  • Poison Dart Volley10
    Fire a volley of darts that poison foes.
    Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
    • 0
    • 0
  • Static Shot15
    Discharge a lightning shot that bounces between multiple foes, blinding and confusing them.
    Damage: 134Blind: 3 sx2Confusion: 3 s (130 damage on skill use)Number of bounces: 4Range: 900
    • 0
    • 0
  • Magnetic Shield3 30
    Create a magnetic field that reflects projectiles and can be released to push back foes.
    Duration: 3
    • Magnetic Inversion
      Release the magnetic field to push back nearby foes.
      Damage: 76Knockback: 300Combo Finisher: Blast
    • 0
  • Static Shield40
    Electrify your shield, preparing to throw it at foes. If you are hit, the shield discharges, stunning your nearby attacker.
    Stun: 1 sBlock duration: 2
    • Throw Shield¾
      Throw your charged shield. Dazes foes it hits on the way out and back.
      Daze: 1 sDamage: 151Combo Finisher: ProjectileRange: 900
    • 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
  • Thumper Turret ½ 50
    Turret. Build a high-health thumper turret that damages nearby foes.
    Damage: 633Attack range: 240Rate of fire: 3 sCrippled: 3s
    • Thump 30
      Overcharge your thumper turret to launch nearby foes.
      Damage: 762Blowout: 400Radius: 240
  • Flame Turret ½ 25
    Turret. Deploy a turret that burns foes.
    Damage: 127Burning : 2 s (656 damage)Turret attack range: 450
    • Smoke Screen 30
      Overcharge your flame turret, releasing a smoke screen that blinds nearby foes.
      Blind per pulse: 2 sDuration: 5Radius: 450Combo Field: Smoke
  • Flamethrower
    Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
    • 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.

II. Traits

Adept Master Grandmaster

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

  • 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

IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Sanctuary
  1. Vitality: 25
  2. Boon Duration: 5%
  3. Vitality: 50
  4. 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
  5. Vitality: 100
  6. When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
PvP Rune of Sanctuary
  1. Vitality: 25
  2. Boon Duration: 5%
  3. Vitality: 50
  4. 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
  5. Vitality: 100
  6. When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
PvP Rune of Sanctuary
  1. Vitality: 25
  2. Boon Duration: 5%
  3. Vitality: 50
  4. 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
  5. Vitality: 100
  6. When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
PvP Rune of Sanctuary
  1. Vitality: 25
  2. Boon Duration: 5%
  3. Vitality: 50
  4. 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
  5. Vitality: 100
  6. When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
PvP Rune of Sanctuary
  1. Vitality: 25
  2. Boon Duration: 5%
  3. Vitality: 50
  4. 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
  5. Vitality: 100
  6. When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
PvP Rune of Sanctuary
  1. Vitality: 25
  2. Boon Duration: 5%
  3. Vitality: 50
  4. 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
  5. Vitality: 100
  6. 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
  1. Vitality: 25
  2. Boon Duration: 5%
  3. Vitality: 50
  4. 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
  5. Vitality: 100
  6. When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)

Accessories & Jewels

Carrion Amulet
  • Power: 900
  • Vitality: 900
  • Condition Damage: 1200
delete
  • Condition Damage: 0
  • Power: 0
  • Vitality: 0

Accessory Totals

  • Power:900
  • Vitality:900
  • Condition Damage:1200

Weapon Set Sigils

PvP Pistol
  • Weapon Strength: 876-1029
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set I

Sigil of Minor Corruption

You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

PvP Harpoon gun
  • Weapon Strength: 905-1000

Water Weapon I


V. Basic Gameplay


Main Skill Rotation

Flame Turret ½ 25
Turret. Deploy a turret that burns foes.
Damage: 127Burning : 2 s (656 damage)Turret attack range: 450
Thumper Turret ½ 50
Turret. Build a high-health thumper turret that damages nearby foes.
Damage: 633Attack range: 240Rate of fire: 3 sCrippled: 3s
Throw Napalm25
Tool belt. Deploy a turret that burns foes.
Damage: 170Burning: 5 s (1640 damage)Radius: 180Range: 900
Supply Crate1 180
Request a massive supply drop, complete with turrets and bandages.
Damage: 244Stun: 2 sRadius: 240Combo Finisher: BlastRange: 1,200
Magnetic Shield3 30
Create a magnetic field that reflects projectiles and can be released to push back foes.
Duration: 3

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
Regenerating Mist21
Tool belt. Release a mist of healing liquid to regenerate nearby allies.
x2Regeneration: 3 s (780 health)Range: 480Combo Field: Water
Rumble45
Tool belt. Release a shockwave of inertial force to damage nearby foes.
Stability: 1 sDamage: 146Combo Finisher: BlastRange: 240Breaks stun

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.


Regenerating Mist21
Tool belt. Release a mist of healing liquid to regenerate nearby allies.
x2Regeneration: 3 s (780 health)Range: 480Combo Field: Water
Rumble45
Tool belt. Release a shockwave of inertial force to damage nearby foes.
Stability: 1 sDamage: 146Combo Finisher: BlastRange: 240Breaks stun

Quick blast heal. No heal turret needed for this lil heal!


Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Napalm30
Burn foes with a wall of napalm at the target location.
Burning per pulse: 1 s (328 damage)Duration: 10Combo Field: FireRange: 600
Flame Jet
Spray fire in a cone pattern while on the move, burning enemies on the final attack. Deals 10% bonus damage to burning targets.
Damage (10x): 564Burning: 1 s (328 damage)Attacks per second: 5Range: 425
Magnetic Shield3 30
Create a magnetic field that reflects projectiles and can be released to push back foes.
Duration: 3
Supply Crate1 180
Request a massive supply drop, complete with turrets and bandages.
Damage: 244Stun: 2 sRadius: 240Combo Finisher: BlastRange: 1,200
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
Regenerating Mist21
Tool belt. Release a mist of healing liquid to regenerate nearby allies.
x2Regeneration: 3 s (780 health)Range: 480Combo Field: Water
Rumble45
Tool belt. Release a shockwave of inertial force to damage nearby foes.
Stability: 1 sDamage: 146Combo Finisher: BlastRange: 240Breaks stun

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.


Flame Turret ½ 25
Turret. Deploy a turret that burns foes.
Damage: 127Burning : 2 s (656 damage)Turret attack range: 450
Thumper Turret ½ 50
Turret. Build a high-health thumper turret that damages nearby foes.
Damage: 633Attack range: 240Rate of fire: 3 sCrippled: 3s
Throw Napalm25
Tool belt. Deploy a turret that burns foes.
Damage: 170Burning: 5 s (1640 damage)Radius: 180Range: 900
Magnetic Shield3 30
Create a magnetic field that reflects projectiles and can be released to push back foes.
Duration: 3
Magnetic Inversion
Release the magnetic field to push back nearby foes.
Damage: 76Knockback: 300Combo Finisher: Blast
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
Flamethrower
Weapon kit. Arm yourself with a flamethrower that replaces your weapon skills.
Napalm30
Burn foes with a wall of napalm at the target location.
Burning per pulse: 1 s (328 damage)Duration: 10Combo Field: FireRange: 600
Air Blast15
Push back foes and projectiles with a hot air blast.
Burning vs burning: 2 s (656)Knockback distance: 400Range: 300
Detonate Flame Turret
Detonate your flame turret.
Combo Finisher: Blast
Regenerating Mist21
Tool belt. Release a mist of healing liquid to regenerate nearby allies.
x2Regeneration: 3 s (780 health)Range: 480Combo Field: Water
Rumble45
Tool belt. Release a shockwave of inertial force to damage nearby foes.
Stability: 1 sDamage: 146Combo Finisher: BlastRange: 240Breaks stun

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 :D)


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