Engineer sPvP | Tournament Pistol/Shield | Bunker Healing Bomb Bunker/Team Fighter

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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

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

  • Weapon Defense: 61
PvP
  • Weapon Strength: -
  • 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
  • Healing Mist35
    Tool belt. Vent a healing mist, granting regeneration to yourself and allies.
    Regeneration: 10 s (1300 health)Radius: 240Break Stun
    • 0
  • Big Ol' Bomb½ 25
    Tool belt. Set a timed charge with a big blast that launches nearby foes.
    Damage: 548Blowout: 400Radius: 300Combo Finisher: Blast
    • 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
  • 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 24
    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 Shield32
    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
  • Elixir Gun
    Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
    • 0
  • Bomb Kit
    Device kit. Equip a kit that replaces your weapon with bomb skills.
    • 0
  • Tool Kit
    Weapon kit. Equip a kit that gives you a variety of tools.
    • 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

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

Adept Master Grandmaster

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

  • 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

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

PvP Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
PvP Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
PvP Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
PvP Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
PvP Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
PvP Rune of Dwayna
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +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
  1. Healing Power: 25
  2. Regeneration Duration: 10%
  3. Healing Power: 50
  4. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  5. Healing Power: 100
  6. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)

Accessories & Jewels

Cleric's Amulet
  • Power: 900
  • Toughness: 900
  • Healing Power: 1200

Accessory Totals

  • Power:900
  • Toughness:900
  • Healing Power:1200

Weapon Set Sigils

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

  • Weapon Defense: 61
Superior Sigil of Renewal
Heal Nearby Allies on Weapon Swap
Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set I

Superior Sigil of Renewal

Heal Nearby Allies on Weapon Swap

Sigil of Superior Life

You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

PvP
  • Weapon Strength: -

Water Weapon I

Upgrade Item Details

Dwayna for Regen and Healing Power.

 

Cleric's for Healing Power, Toughness, and Power.

 

Renewal Sigil, with our Healing Power, heals for 904 health in a 360 radius, every 9 seconds. This is a fantastic burst heal when we swap our kits throughout combat.
Life Sigil, to stack more Healing Power, and increase the effectiveness of our Regen and bomb healing.


V. Basic Gameplay

The idea with this build is to maximize the number of small heals we can accrue, so that they add up into amazing healing over time. Let's look at our multiple sources with our base healing power.

 

Regen (which we give to others): 305 HPS
Bomb explosions (which is AOE): 355 HPS
Super Elixir (which has burst heal, is AOE, 50% uptime): 344 HPS
Backpack Regenerator (only on us, when in kit): 187 HPS
Sigil of Renewal (every 9 seconds): 904 health.

 

These are amazing numbers! Almost all of these heals can be given to allies, and will make you the Bomb Medic Engineer Extraordinaire!

 

Enjoy and have fun!!!


Main Skill Rotation

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
Elixir Gun
Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
Super Elixir½ 20
Elixir. Launch an elixir orb, healing allies on impact and creating an area of continual healing.
Impact heal: 1400Pulse heal: 240Duration: 10Radius: 240Combo Field: LightRange: 900
Bomb Kit
Device kit. Equip a kit that replaces your weapon with bomb skills.

This should be your opener when you get on a point, especially when enemies and allies are there. HT and Overcharge to begin stacking CRAZY regen, lay down the Super Elixir for the 10 second healing field, and then pop into Bomb Kit and begin SPAMMING. Fire, Concussion, and Smoke on cooldown. Save Glue for escape, or to AOE immobilize and cripple on point.


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