Engineer sPvP | Tournament Pistol/Shield | Bunker Nap's Turreteer 1v1

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Summary

This build utilizes turrets that do not scale off power, and condition pressure you can put through your pistol and elixir gun set, to win every 1v1. EVERY 1v1, no exceptions. Superior projectile reflect, passive healing, nice condi removal, great toughness and armor just put this build on top. The build is amazing also because of the passive damage through turrets, cc it provides, and unpredictability of the turrets. The build does not excel in team fights, so it should be on points doing 1v1s, 2v2s, 1v2s...


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
  • Rocket¼ 25
    Tool belt. Fire a rocket out of your belt that explodes on impact.
    Damage: 304Radius: 240Range: 1,200
    • Detonate Rocket Turret
      Detonate your rocket turret.
      Combo Finisher: Blast
  • Surprise Shot8
    Tool belt. Fire a bullet out of your belt.
    Damage: 202Combo Finisher: ProjectileRange: 1,000
    • Detonate Rifle Turret
      Detonate your rifle 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
  • 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
  • Rocket Turret½ 50
    Turret. Build a turret that fires rockets.
    Damage: 794Burning: 3 s (984 damage)Rocket range: 1,200Rate of fire: 4 sRadius: 240
    • Explosive Rockets20
      Overcharge your turret to fire explosive rockets.
      Damage: 1,270Knockdown: 2 sBurning: 3 s (984 damage)Rocket range: 1,200Rate of fire: 4 sRadius: 240Duration: 7
  • Rifle Turret½ 20
    Turret. Build a rifle turret that shoots at foes.
    Damage: 477Maximum range: 1,000Rate of fire: 2 s
    • Automatic Fire30
      Overcharge your rifle turret to fire a burst of bleeding shots.
      Rate of fire increase: 50%Bleeding: 3 s (128 damage)Duration: 5
  • Elixir Gun
    Weapon kit. Arm yourself with an elixir gun 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.

Weapon and Skill Details

Weapon set: I chose pistol and shield because of the lack of block you have with your utilities, and the condi pressure pistol puts. Rifle is out of the question, since the only power source of damage in the build are turrets. Double pistol is an option, but the build does not lack burns in my opinion.

 

Rocket Turret: The constant power damage spikes rocket turret provides, with a slow but effective overcharge, makes it a solid choice for the build.

 

Rifle Turret: A must for the build. Constant damage, amazing overcharge, very nice utility belt skill even with the lack of power the build suffers from. With low cooldown, also usable for blow-up cc.

 

Elixir Gun: The only kit that provides such a variety of skills. Stun break, amazing bleed stacking + weakness auto attack, cripple, condi clear for teammates, poison (amazing for proccing Incendiary Powder), leap, area condi clear + heal per second. The kit just fits perfectly into the build.


II. Traits

Adept Master Grandmaster

Trait Details

Accelerant-packet Turrets: Nice for on-point cc and general survivability boost. Also a bit of damage.

 

Incendiary Powder: Bread and butter for every condi build. With Balthazar runes and the condi duration you have, 6 second burning that hits for a lot.

 

Metal Plating: Self explanatory, turrets need to live.

 

Automated Medical Response: Aditional Condi clear/heal at 25%. Amazing minor trait right there.

 

Fortified Turrets: This trait is your huge survivability boost, and though it could be replaced with Rifled Turret Barrels, it is just not worth the swap.

 

Protection Injection: Due to the lack of protection, and no other traits to use here, this one is taken.

 

Transmute: Another great minor trait, one condi-to-boon conversion every 15 seconds.

 

Backpack Regenerator: Your passive survival. As log as you swap in and out of a kit every 10 seconds, it will work, and the heal is amazing.


III. Stat Specifics & Effects

Primary Stats

  • Health 17922 (+2000)
  • Vitality 1116 (+200)
  • Armor 3241 (+1200)
  • Toughness 2116 (+1200)
  • Attack 2085 (+200)
  • Power 1116 (+200)
  • Critical Hit 43% (+43%)
  • Precision 1816 (+900)

Secondary Stats

  • Boon Duration 20% (+20%)
  • Burning Duration 45% (+45%)
  • Condition Damage 1375 (+1375)
  • Condition Duration 20% (+20%)
  • 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

Stat and Effect Details

Attack is what you do not need, since all you will do is condi damage, while your turrets do the power pressure. Enough toughness, vitality, healing, condition (burn) duration, condition damage and precision makes this build very effective.

 


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)

Rune Stat Totals

  • Condition Damage 175
  • Burning Duration 45%

Rune Bonuses

PvP Rune of Balthazar
  1. Condition Damage: 25
  2. Burning Duration: 10%
  3. Condition Damage: 50
  4. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  5. Condition Damage: 100
  6. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)

Accessories & Jewels

Rabid Amulet
  • Precision: 900
  • Toughness: 900
  • Condition Damage: 1200

Accessory Totals

  • Precision:900
  • Toughness:900
  • Condition Damage:1200

Weapon Set Sigils

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

  • Weapon Defense: 61
Sigil of Superior Leeching
Your next attack after swapping to this weapon while in combat steals some health.
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 Superior Leeching

Your next attack after swapping to this weapon while in combat steals some health.

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
  • Weapon Strength: -

Water Weapon I

Upgrade Item Details

Leeching sigil heals and deals 900 damage every 9 seconds, and that makes it one of the best sigils for survivability/pressuring.

 

Sigil of Energy: I belive that engis just need energy sigil if they do not have other vigor sources (Invogorating speed).


V. Basic Gameplay

The gameplay revolves around setting up turrets, managing them, and condi pressuring. Easy posion + burn duration through fumigate, a lot of knockbacks to utilize. Also, elixir gun 5 + auto attack from pistol or elixir gun will projectile finish, thus clearing some of the condis on you.


Main Skill Rotation

Surprise Shot8
Tool belt. Fire a bullet out of your belt.
Damage: 202Combo Finisher: ProjectileRange: 1,000
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
Rifle Turret½ 20
Turret. Build a rifle turret that shoots at foes.
Damage: 477Maximum range: 1,000Rate of fire: 2 s
Poison Dart Volley10
Fire a volley of darts that poison foes.
Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
Elixir Gun
Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
Fumigate12
Spray a cone of elixir fumes, inflicting poison and vulnerability to foes and curing conditions on allies with every strike
Damage (5x): 130x5Poison: 1 s (420 damage)x5Vulnerability: 6 sRange: 450
Tranquilizer Dart¾
Fire a dart that bleeds and weakens foes.
Damage: 130Weakness: 1 sBleeding: 4 s (170 damage)Combo Finisher: Projectile (20% chance)Range: 900

Engineers have no fixed rotation, period.
The build excels at close to mid range fights, or LoSing (a.k.a hugging a pillar) while your turrets take the opponents down. Using toolbelt skills before you lay down your turret might be a good idea. You can start in either pistol or elixir gun, depending on who you're facing. Fumigate is amazing for proccing burning and poison, which just wrecks thieves that decide to go for you.
Place down your turrets close to you if you think they will not die to AoE, or a bit further if you expect the burst or AoE on the turrets.

 

Try to go for 1v1s, far pushes, and try to never be in team fights.


Rocket Turret½ 50
Turret. Build a turret that fires rockets.
Damage: 794Burning: 3 s (984 damage)Rocket range: 1,200Rate of fire: 4 sRadius: 240
Explosive Rockets20
Overcharge your turret to fire explosive rockets.
Damage: 1,270Knockdown: 2 sBurning: 3 s (984 damage)Rocket range: 1,200Rate of fire: 4 sRadius: 240Duration: 7
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
Elixir Gun
Weapon kit. Arm yourself with an elixir gun that replaces your weapon skills.
Acid Bomb¼ 15
Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
Damage: 277Duration: 5Radius: 180Combo Finisher: Blast

Burst rotation. Lure someone into the rocket turret overcharge, and unleash the pain. Acid bomb hits for SO MUCH if they stay in the acid. It also prevents counterdamage that could come in melee range.


VI. Defensive plays (kiting, peeling, rezzing, supporting)

You can kite for quite a lot, with all the jumps (Acid Bomb), blocks, and knockbacs (remember, V explosives). Perma weakness also prevents a lot of damage.

 

As for peeling, your knockbacks and on-point damage is quite high, and your turret overcharge can unexpectedly turn the fight around.

 

The condi cleanse that Fumigate gives is just outstanding, and along with Super Elixir, that is just enough support to keep your teammate from dying. You can rez with precasting the turret (rifle or healing), and then detonate it if someone stomps. also try to cleanse poison off of your downed ally.


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