Engineer sPvP | Tournament Rifle | Bunker Midna of the Twili's Pvp Engi

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Summary

Hello everyone. Tis Midna here with my bunker engi build. I have posted it a longg time ago but im just adding a newer kinda updated version of the build since there are new traits now with the april patch.


I. Weapons and Skills

PvP Rifle
  • Weapon Strength: 986-1205
PvP
  • Weapon Strength: 0-0
PvP
  • Weapon Strength: 0-0
  • 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
  • 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
  • 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
  • Med Pack Drop
    Tool belt. Call down a supply drop of med packs into the target area.
    • 0
  • Hip Shot¾
    Deliver a quick rifle shot from the hip that pierces targets.
    Damage: 251Range: 1,200
    • 0
    • 0
  • Net Shot10
    Immobilize foes with a net shot.
    Immobilized: 2Range: 1,200
    • 0
    • 0
  • Blunderbuss½ 10
    Fire a cloud of shrapnel that causes more damage the closer you are to foes.
    Damage at 100 distance: 618Damage at 400 distance: 386x4Bleeding at 100 distance: 680 damage (4s)Bleeding at 400 distance: 170 dmg (4s)Range: 700
    • 0
    • 0
  • Overcharged Shot15
    Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.
    Damage: 579Foe launch distance: 450Self knockback distance: 300Range: 600
    • 0
    • 0
  • Jump Shot¼ 20
    Blast the ground, damaging nearby foes and leaping to your target.
    Leap damage: 348Landing damage: 696x3Vulnerability: 7 sRadius: 240Combo Finisher: LeapRange: 800
    • 0
    • 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
  • Rifle Turret½ 20
    Turret. Build a rifle turret that shoots at foes.
    Damage: 549Maximum 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
  • Rocket Turret½ 50
    Turret. Build a turret that fires rockets.
    Damage: 913Burning: 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
  • 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

Rifle is one of the best CC weapons you will find so of course you gotta go with it.
also i use the rifle turret and the rocket turret for the damage they put out and also the boons from them isnt too shabby either. They allow you to keep a higher uptime on fury.
The elixer gun i use for an amazing conditions cleanse off of the thrown elixer #5 skill's light field proc. Most of your auto attacks in this light field become conditions cleanses so it is very valuable to have.


II. Traits

Adept Master Grandmaster

Trait Details

The traits are self explanatory. Put a lot into the turrets. But for backpack regenerator ill go onto more detail below


III. Stat Specifics & Effects

Primary Stats

  • Health 18922 (+3000)
  • Vitality 1216 (+300)
  • Armor 3180 (+1200)
  • Toughness 2116 (+1200)
  • Attack 3296 (+1175)
  • Power 2091 (+1175)
  • Critical Hit 7% (+7%)
  • Precision 916 (+0)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Condition Duration 10% (+10%)
  • Damage 1205 (+0%)
  • Defense 1064 (+0)
  • Healing Power 1500 (+1500)
  • Might Duration 10% (+10%)

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 the Pirate
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)
  5. Power: 100
  6. 50% chance to summon a parrot. (Cooldown: 60 seconds)
PvP Rune of the Pirate
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)
  5. Power: 100
  6. 50% chance to summon a parrot. (Cooldown: 60 seconds)
PvP Rune of the Pirate
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)
  5. Power: 100
  6. 50% chance to summon a parrot. (Cooldown: 60 seconds)
PvP Rune of the Pirate
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)
  5. Power: 100
  6. 50% chance to summon a parrot. (Cooldown: 60 seconds)
PvP Rune of the Pirate
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)
  5. Power: 100
  6. 50% chance to summon a parrot. (Cooldown: 60 seconds)
PvP Rune of the Pirate
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)
  5. Power: 100
  6. 50% chance to summon a parrot. (Cooldown: 60 seconds)

Rune Stat Totals

  • Power 175
  • Might Duration 10%

Rune Bonuses

PvP Rune of the Pirate
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)
  5. Power: 100
  6. 50% chance to summon a parrot. (Cooldown: 60 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 Rifle
  • Weapon Strength: 986-1205
PvP
  • Weapon Strength: 0-0
Sigil of Superior Accuracy
+7% crit chance.
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 Accuracy

+7% crit chance.

PvP
  • Weapon Strength: 0-0

Water Weapon I

Upgrade Item Details

I use the clerics amulet. and since i have soo many ways to heal and give regen this amulet is awesome in this build. All the regen from backpack regenerator the tool belt skills and everything in general keeps you alive very well.
I use pirate runes just because i like to add insult to injury. JK JK
I mainly do this because i dont like to have to finish players off with stomps so i let my parrot finish them for me. Gives my team more time without the extra player trying to hit them because they are slowly dying in downed state thus allowing us to get the edge in the match fairly easily.
On sigils, i like having accuracy for extra crits, but for energy i think it could prolly be swapped out for like force or something for the added damage.


V. Basic Gameplay

This is easier said than done. Keep regen up, throw out turrets in areas where the enemies cant get them as easily but yet they still will be effective, usually i climb on top of stuff and put them up higher, then just CC with your rifle and burst them down, Heal when necessary.


Main Skill Rotation

Rifle Turret½ 20
Turret. Build a rifle turret that shoots at foes.
Damage: 549Maximum range: 1,000Rate of fire: 2 s
Rocket Turret½ 50
Turret. Build a turret that fires rockets.
Damage: 913Burning: 3 s (984 damage)Rocket range: 1,200Rate of fire: 4 sRadius: 240
Overcharged Shot15
Fire a blast so strong it launches your foe as you fall backward and cures immobilized, crippled, and chilled.
Damage: 579Foe launch distance: 450Self knockback distance: 300Range: 600
Hip Shot¾
Deliver a quick rifle shot from the hip that pierces targets.
Damage: 251Range: 1,200
Net Shot10
Immobilize foes with a net shot.
Immobilized: 2Range: 1,200
Jump Shot¼ 20
Blast the ground, damaging nearby foes and leaping to your target.
Leap damage: 348Landing damage: 696x3Vulnerability: 7 sRadius: 240Combo Finisher: LeapRange: 800
Blunderbuss½ 10
Fire a cloud of shrapnel that causes more damage the closer you are to foes.
Damage at 100 distance: 618Damage at 400 distance: 386x4Bleeding at 100 distance: 680 damage (4s)Bleeding at 400 distance: 170 dmg (4s)Range: 700

heal rotation with conditions cleanse and finish with retaliation.

Regenerating Mist21
Tool belt. Release a mist of healing liquid to regenerate nearby allies.
x2Regeneration: 3 s (780 health)Range: 480Combo Field: Water
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
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
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
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
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
Acid Bomb¼ 15
Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby foes.
Damage: 277Duration: 5Radius: 180Combo Finisher: Blast

There is a lot more you can do with this build but i gotta head to work now.
So leave me comments and such to let me know what all you think of this build and i will keep the posts coming XD.
Thank you all.


Comments

Post a Comment
@ 02:03 PM, Tue May 27 2014 Reply
New to engie, but gotta try sometime, will give it a go :P
@ 10:10 PM, Tue May 27 2014 Reply
Thank you XD
Let me know what you think after you try it out.
And i should update the guide after a while to give it a little more detail.
@ 07:02 AM, Wed May 28 2014 Reply
Yeah, win all 1 v 1's :) also has good mid team fighting capabilities, not liking the no stability on engineers though. Swapped the endurance on the rifle to blood lust.
@ 10:13 PM, Wed May 28 2014 Reply
Lol yea but what build doesn't have faults XD. But yeaa. Me and my friend Xua Paavo both decided to take the build for a spin together on our Engis, let's just say we held mid all match easily and we constantly were in a 2v3 situation but we pulled through fairly easily without downing. But anywhoo you could lose the elixir gun and give an elixir for stability or something. But you lose survivability by losing 2 regen moves and a light field. But I hope otherwise the build works for you
@ 10:14 PM, Wed May 28 2014 Reply
Also any suggestions or tips for the build would be greatly appreciated :)
@ 01:55 PM, Tue June 24 2014 Reply
Good build, is this build viable in PvE as well?