Engineer sPvP | Tournament Pistol/Shield | Bunker Healing Bomb Bunker/Team Fighter
Table of Contents
Summary
Hey everyone! This is dunstery, and this is a really fun build I've been playing with in sPvP. It's amazing at mid point, and can often make a difference between a loss and a win. Lots of reactive play - what every engineer wants!
If you like being tanky and supportive, while holding points and healing allies like CRAZY, then this is the build for you!
I. Weapons and Skills
- 0
- 0
- 0
- 0
- 0
- 0
- Magnetic InversionRelease the magnetic field to push back nearby foes.Damage: 76Knockback: 300Combo Finisher: Blast
- 0
- Throw Shield¾Throw your charged shield. Dazes foes it hits on the way out and back.Daze: 1 sDamage: 151Combo Finisher: ProjectileRange: 900
- 0
-
- Cleansing Burst15Overcharge your healing turret, supplying a burst of healing that cures 2 conditions.Healing: 2,520Regeneration: 5 sCombo Field: WaterRadius: 480
- 0
- 0
- 0
- Overcharge Supply CrateOvercharge supply crate's turrets.
Weapon and Skill Details
Pistol/Shield - no brainer. While the auto attack is a little depressing, Poison Dart Volley is an incredible skill - pop it when you see a heal coming, or just to cover with another condition. Static Shot should be used for a great blind, and fantastic confusion. Great skill. Reduced cooldown on shield skills is a godsend, because they are absolutely life-saving skills. Reflect, knock back, and blast finisher on 24 second cool down? Yes please. The stun on Static Shield is a fantastic thief counter, and helps a TON with Hambow warriors - or any melee CC.
Healing Turret - Key to the build. The goal is to set it up and quickly overcharge, stacking regen extremely fast. With the INSANE amount of regen duration we have, leaving it up and keeping the constant regen is KEY to this build. Our regen ticks for 305 health - which quickly adds up when you have almost a minute of it!! You should never NOT have regen. If you need burst healing, placing Big Ol' Bomb and then immediately laying down the HT and overcharging it will cause BoB to blast finish the water field. Only do the "place and pop" detonate combo when in desperate need for a burst-y heal.
TOOL BELT: Regenerating Mist - More regen! Yay! And a blast-able water field (even though you have to be fast)
Elixir Gun - the best support kit there is. The main ability you will be using in this kit is Super Elixir. When you see an encounter with the enemy about to begin, you should lay down the Super Elixir right under the point. With our healing power, Super Elixir burst heals for about 1259 health, and then an additional 3437 health over 10 seconds - 344 a pulse. This is AMAZING healing, and with a 50% uptime, hilariously reliable. Also worth mentioning is that this has your second best auto attack - if you must range, this is much better than your Pistol. The bleed is long, and weakness is an amazing counter to any build. Fumigate is a great AOE ally condi cleanse, in case HT doesn't cover enough when Overcharged, or you're being faced with Necro condi spam. Make sure you use the Acid Bomb/swap kit jump cancel trick - swap kits right as you're about to fly backwards after Acid Bomb, and you will drop right down. This is great for staying on point, as this attack actually packs quite a punch, and is a great blast finisher for water combos, or area retaliation with Super Elixir to counter GS warriors or S/x mesmers.
TOOL BELT: Healing Mist - Our only stun break!! Also gives crazy long amount of regen, make sure to maximize its use on point.
Bomb Kit - Now this is where it gets fun. Bomb Kit is our main DPS kit - you will want to be using this kit as often as possible, only switching for reflects, blocks, Super Elixir, blast finishers, or ranged enemies. Why is bomb kit so important? The key trait of this build - Elixir-Infused Bombs!! This is such an underrated trait, and you will see why. When we autoattack in Bomb Kit, the explosion is a 355 health AOE heal, as well as all of the other attacks. Spamming these bombs, which scale incredibly well with power, will keep our health up, and keep bringing your opponent's down > The utility of the abilities within Bomb Kit are not to be undervalued, Fire Bomb offers great condi, and should be used on cooldown. Concussion Bomb hits with great confusion, and synergizes well with Static Shot and Pry Bar. Smoke Bomb is an AMAZING skill, and one of the only smoke fields outside of thieves. Maximizing its uses will separate the good bomb kit users, from the great. Use it to secure rezzes, blast away in stealth with Acid Bomb... the list goes on. Glue Bomb is a fantastic immobilize, and cripple on point is a great way to control your opponent.
TOOL BELT: Big Ol' Bomb - one of my favourite skills in the game, the infamous BoB. When placed down, and then immediately followed up by Fire Bomb, you will blast it for might (as long as nothing is under the fire field!!). It's one of our most reliable ways to clear the point, and should be used to stop rezzes/stomps, blast certain fields, cap points, and aid allies. It heals too!
Tool Kit - I am a diehard tool kit fan. In addition to one of the best blocks in the game, on a ludicrous cool down, it also has one of our most powerful melee skill combos - Big Ol' Bomb/Magnet/Pry Bar. Catching someone in this combo is a CC train with HARD hitting abilities, not to mention the considerable confusion. The autoattack should always be avoided - use bombs. The block is its main utility, and is amazing to clinch a little longer until your HT is off cool down, or one of your CC abilities.
TOOL BELT: Throw Wrench - A great, low cooldown ability to add damage during kiting. Try to make sure it goes through your combo fields!! Water - regen. Smoke - blind. Fire - burning.
Supply Crate - Nothing beats it. Simple as that.
II. Traits
Explosives
Firearms
Inventions
Alchemy
Trait Details
Explosives
Evasive Powder Keg - A great minor trait! This bomb is also benefitted by Elixir-Infused Bombs, and is thus more DPS and more healing!
Forceful Explosives - Bigger area, more room for heals! This also makes it so Fire Bomb, Smoke Bomb, and Glue Bomb all completely cover the point area, which is a HUGE bonus to damage and healing.
Inventions
Low Health Response System: A fantastic trait for us. Maximizes regen uptime, and almost guarantees that we're never downed without regen.
Stabilized Armor - To combat the CC meta that is all over sPvP. Great synergy with Protection Injection (53% damage reduction when knocked down? Yes please!)
Automated Medical Response - Another great trait that aids in keeping regen uptime.
Reinforced Shield - Toughness is a great bonus, but is mainly used for the lower cooldowns on shield abilities. If you think you're survivable enough, and are missing perm-swiftness from Speedy Kits, take Power Shoes instead.
Performance Enhancement - WOW now THIS is great!! One of the best percentage conversion traits in the game. Icing on the cake.
Elixir-Infused Bombs - THE trait of this build. The cornerstone of it all. Autoattacks that heal for 355 ... adds up beautifully!!
Alchemy
Hidden Flask - Great when it pops! Small bonus.
Protection Injection - An amazing trait to combat the CC that is abundant in sPvP. With the boon duration from 30 in Alchemy, almost no cooldown on this.
Transmute - a fun trait that you never really notice happening.
Backpack Regenerator - HAHAHA BECAUSE YOU DIDN'T HAVE ENOUGH REGEN. Even better, this ticks for 187 health, and is separate from the regen boon. It cannot be stripped, and is active during Elixir Gun, Bomb Kit, and Tool Kit. Fantastic trait.
Energy Conversion Matrix - Great, since we always aim to have regen up, and receive lots of other boons from teammates.
Automated Response - I'm still struggling with this one. I'm not finding that it's saving me as much as pre-patch AR, and if you find that it's not working the best for you, switch to Self-Regulating Defenses.
III. Stat Specifics & Effects
Primary Stats
- Health 18922 (+3000)
- Vitality 1216 (+300)
- Armor 3241 (+1200)
- Toughness 2116 (+1200)
- Attack 2885 (+1000)
- Power 1916 (+1000)
- Precision 916 (+0)
Secondary Stats
- Boon Duration 30% (+30%)
- Condition Duration 10% (+10%)
- Damage 969 (+0%)
- Defense 1125 (+0)
- Healing Power 1675 (+1675)
- Regeneration Duration 30% (+30%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
No surprises here. You will find that the Bomb autoattack scales unbelievably well with Power, and you will see yourself doing great damage, even without critting.
The Healing Power is maxed, of course, and our regen duration is sky high.
Our Toughness is great, and you can definitely take a few hits.
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Rune Stat Totals
- Healing Power 175
- Regeneration Duration 30%
Rune Bonuses
PvP Rune of Dwayna- Healing Power: 25
- Regeneration Duration: 10%
- Healing Power: 50
- 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
- Healing Power: 100
- +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Accessories & Jewels
Accessory Totals
- Power:900
- Toughness:900
- Healing Power:1200
Weapon Set Sigils
- Weapon Strength: 876-1029
- Weapon Strength: 806-909
Weapon Defense: 61