Engineer sPvP | Tournament Pistol/Shield | Roamer God's NA Style Flexible Engie

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Summary

This is a very balanced engineer that is capable of adjusting to the role your team needs in the game at any particular moment. It can roam and do 1v1's. It can teamfight and AOE spam. It can peel for teammates and give them burst heals. This is an NA style engineer as origionally run by OstrichEggs and tweaked by me, God.


I. Weapons and Skills

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

  • Weapon Defense: 61
PvP
  • Weapon Strength: -
  • Regenerating Mist19
    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
  • Grenade Barrage½ 22¾
    Tool belt. Throw several grenades at once.
    Damage: 122Explosion radius: 150Number of grenades: 6Range: 1,125
    • 0
      Swiftness: 5 s
  • Big Ol' Bomb½ 22¾
    Tool belt. Set a timed charge with a big blast that launches nearby foes.
    Damage: 548Blowout: 400Radius: 300Combo Finisher: Blast
    • 0
      Swiftness: 5 s
  • Toss Elixir R91
    Tool belt. Toss Elixir R, curing conditions and reviving allies.
    Revive percent per pulse: 20%Duration: 6Radius: 180Range: 1,200
    • 0
      Swiftness: 5 s
  • 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
      Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Poison Dart Volley8
    Fire a volley of darts that poison foes.
    Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
    • 0
      Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Static Shot12
    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
      Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • 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
      Swiftness: 5 s
  • 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
      Swiftness: 5 s
  • 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
  • Grenade Kit
    Device kit. Equip a kit that replaces your weapon with grenade skills.
    Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Bomb Kit
    Device kit. Equip a kit that replaces your weapon with bomb skills.
    Swiftness: 5 s
    • 0
      Swiftness: 5 s
  • Elixir R30
    Elixir. Drink Elixir R to recover from stun and refill your endurance.
    • 0
      Swiftness: 5 s
  • 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

The pistol is a great weapon because it applies conditions at range and flows nicely when swapping back and forth from grenade or bombs back to pistol. Shield allows pushbacks which can be used to decap points, cc low players repetitively in order to interrupt heals, or combine with f1 or turret's clensing burst to give AOE heals.

 

Grenade kit is used for teamfights mostly or long range toss's to start 1v1's. It also can and should be used to cleave corpses if you can't get close enough to bomb them.

 

Bomb kit is used to push lots of damage onto people who have to sit on point and punish people who actually try to rez. Big ol' bomb is used to help protect your revives, push people off point [even downed players so you can bleed them out], and bait dodges.

 

Elixer R is to self revive if you loose a 1v1 or 1v2, or help get revives on teammates in teamfights without necessarily having to run in and get hit with cleave yourself.


II. Traits

Adept Master Grandmaster

Trait Details

Because I run elixer R there is a variant in which you take 10 points out of alchemy and add 5 to tools and 5 to firearms or 5 from firearms and put it into tools. This gives the possibility of double elixer R in teamfights but lowers either survivability or damage. That should only be done if you are running elixer R and do not plan on swapping it out ever.

 

I also will run 30,0,0,30,10 against teams with a large portion of condition damage and little to no physical damage to help fight conditions. On skyhammer I swap our grnades for flamethrower and R for personal battering ram. Then I also swap grenader for short fuses.

 

Explosives- Bomb kit becomes far better when run with larger AOE and frankly I wouldn't run the kit without that trait. Grenade becomes far better when run with the third grenade and frankly I wouldn't run the kit without that trait. Incendiary powder is the best trait enginneers have and should be in every condition build.

 

Firearms- The 20% recharge helps the pistol flow and this traitline is responsible for condition damage which is our primary stat.

 

Alchemy- Perma vigor helps with survivability a lot and backpack regenerator kid of helps against conditions and gives some sustain. 20 in this line makes our usual swiftness and vigor 6 seconds instead of 5 which makes juggling easier and more fluid.

 

Tools- Speedy kits gives us perma swiftness which helps us get where we are needed. Be it home, far, or midfight. This build is good in all fights although it isn't the best/perfect build for any of them.


III. Stat Specifics & Effects

Primary Stats

  • Health 17922 (+2000)
  • Vitality 1116 (+200)
  • Armor 2941 (+900)
  • Toughness 1816 (+900)
  • Attack 2185 (+300)
  • Power 1216 (+300)
  • Critical Hit 48% (+48%)
  • Precision 1916 (+1000)

Secondary Stats

  • Boon Duration 20% (+20%)
  • Condition Damage 1475 (+1475)
  • Condition Duration 45% (+45%)
  • Critical Damage 6% (+6%)
  • Damage 969 (+0%)
  • Defense 1125 (+0)
  • Ferocity 100 (+100)
  • Tool Belt Recharge Rate 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

Stat and Effect Details

Keep in mind we have 50% burning uptime too through incendiary powder so the conditions listed above aren't truly accurate.


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
PvP Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
PvP Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
PvP Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
PvP Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)
PvP Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)

Rune Stat Totals

  • Condition Damage 175
  • Condition Duration 15%

Rune Bonuses

PvP Rune of the Nightmare
  1. Condition Damage: 25
  2. Condition Duration: 5%
  3. Condition Damage: 50
  4. Condition Duration: 10%
  5. Condition Damage: 100
  6. 50% chance when struck to inflict fear for 1 seconds. (Cooldown: 60 seconds)

Accessories & Jewels

Rabid Amulet
  • Precision: 900
  • Toughness: 900
  • Condition Damage: 1200
delete
  • Condition Damage: 0
  • Precision: 0
  • Toughness: 0

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 Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
Sigil of Superior Geomancy
You bleed nearby foes for 10s 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 Geomancy

You bleed nearby foes for 10s 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

Rabid is one of the best amulets in the game because it provides solid DPS with it's primary stat being condition damage. It's secondary stat's are toughness which help you in about half of your matchups and gives you some defense and precision which will help augment your damage by triggering sharpshooter and incendiary powder over and over. You also have 10% crit damage so the precision will help there some too.

 

Nightmare is a strong condition damage + condition duration rune and I find the fear proc is actually pretty helpful in duels. It's what everyone runs and while I have tested other options I think this is the best rune choice.

 

I like geomancy a lot and it really works well in a build with such high condition damage. It also procs while you get close to drop bombs which makes landing it rather easy. Minor corruption is the best option assuming you're really good and are on a good team. It helps you snowball opposing teams.


V. Basic Gameplay

You basically want to use pistol + grenades at medium range (600-800) in order to keep up perma bleeding and poison. Confusion, burning, blind, chill are all also available from these 2 weapon sets in decent amounts.

 

Bombs will help augment the DPS and condition loading or give you area control [as in a melee player can't attack you without taking good damage].


Main Skill Rotation

Static Shot12
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
Poison Dart Volley8
Fire a volley of darts that poison foes.
Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
Grenade Kit
Device kit. Equip a kit that replaces your weapon with grenade skills.
Swiftness: 5 s
Freeze Grenade½ 20
Throw a grenade that chills enemies with a frigid blast.
Damage: 163Chilled: 2 sExplosion radius: 240Range: 1,125
Shrapnel Grenade½ 5
Throws a grenade that explodes in a hail of shrapnel, causing bleeding.
Damage: 179Bleeding: 12 s (510 damage)Explosion radius: 150Range: 1,500
Poison Grenade½ 25
Throws a grenade that explodes in a poisonous cloud.
Poison: 5 s (420 damage)Poison cloud duration: 5Poison cloud radius: 150Combo Field: PoisonRange: 1,125
Poison Dart Volley8
Fire a volley of darts that poison foes.
Damage: 134Poison: 2 s (168 damage)Number of Darts: 5Range: 900
Static Shot12
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

There is no real set rotation for engineers but in a small-ish fight (like 2v2,3v3) I would open up with pistol and then swap to grenades. By the time the grenades have landed you're back to pistol.

 

If a melee class ever gets on you go ahead and use shield to knock them back and create separation though chill grenades and bomb 5. Separation is the key to beating melee classes and with snares and knockbacks and perma swiftness and vigor you should be able to kite while attacking and melt them fairly easily.

 

In a teamfight I would spam grenades for a while and only leave my position (up top on keep or temple's ledges or clocktower) in order to heal up hurting teammates with healing turret combos and drop bombs afterwords. If someone goes down I will usually push up and cleave the corpse with bombs as well. Once you have dropped down in a midfight it's important to push up to the midpoint/bunker during all heals and strong offensive pushes but push back behind him when pressured.

 

In a 1v1 it's based around position on the map. When stealing far drop some grenades and pistol shots but then jump on the node and drop your best bombs for a while. Use f1 followed by shield 4 to knock him off node and big ol' bomb + immobilize to knock him off node. Land both and you should be able to get the decap.

 

If fighting out in the open and not over a point maintain range and attack with pistol and grenades. Only really use bombs if they get close or you can land a stun/immobilize and force through decent damage.


Big Ol' Bomb½ 22¾
Tool belt. Set a timed charge with a big blast that launches nearby foes.
Damage: 548Blowout: 400Radius: 300Combo Finisher: Blast
Bomb Kit
Device kit. Equip a kit that replaces your weapon with bomb skills.
Swiftness: 5 s
Smoke Bomb½ 25
Set a timed charge that creates a cloud of smoke, blinding nearby foes.
Blind: 5 sDuration: 4Radius: 240Combo Field: Smoke
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
Big Ol' Bomb½ 22¾
Tool belt. Set a timed charge with a big blast that launches nearby foes.
Damage: 548Blowout: 400Radius: 300Combo Finisher: Blast

This is the stealth rotation used for rushing a point while stealthed in order to get a decap or a surprise 1v1. It can also be used to stealth downed teammates and yourself leading to easier revives and preventing stomps. It's also useful for safe stomping downed bodies. That said I don't do this very frequently as it requires medium sized cooldowns and a few seconds to set it up and frankly on most classes the blind stomp is enough.


VI. Stomps/Revives

How a team handles stomps and revives is basically the main difference between a good team and a great team. As an engineer your role is not to stomp but to cleave. Sure if your guardian gives you stability and you happen to be close it's fine to go for a stomp once in a while but usually you should be dropping bombs and grenades all over the downed guy. It's not uncommon to see teams with 3+ members downed after your team's cleave takes them all out.

 

If they are eating the cleave but actually getting somewhere feel free to use either shield skill to stop them. Usually they will have stability so it's easier to just cleave and save these skills but if you see an opportunity use it.

 

When a friendly goes down on your team you should throw an elixer R anytime it seems the revive won't be very easy. Same goes with dropping big ol' bomb near them. It prevents stomps and scares opposing players away. You generally want to try to revive if the opposing team doesn't have that much cleave in the fight you're at. If they do then usually stand back and counter pressure with damage and let the elixer R plus a more tanky member or 2 handle it. Prevent them from stomping with shield skills and big ol' bomb.

 

Sometimes the best option is to do nothing when an opposing member goes down. What I am referring to here is the concept of bleeding an opposing player out. This is done when the last enemy or two get's downed in a fight and reinforcements are nowhere insight. Usually if they die off point you can throw some condi's on them and just have 1 member keep an eye on them for a while. If they are dumb enough to try to self rez you can keep them locked out for large chunks of the game. If they die on point and you need them off point to cap it then use big ol' bomb to throw them clear and continue the timeout while capping. Just don't try this with rangers and get the stomp/finish if any opposing player enters your vision.


VII. Healing Turret and How to Peel/Support

An engineer has so many things to worry about from landing grenades and bombs to watching his positioning to watching his teammates health bars to juggling kits. There is a lot of things that must be done well in order to have the best success rate. One thing that most new engies struggle to do correctly is the various combo fields.

 

Healing Turret can be dropped then sent into clensing burst and picked up again for a 15 second recharge and a good amount of health. About 6k total on yourself and 3k on teammates + 2 conditions off of everyone. Not bad for topping off your health and everyone elses in the area. It can also be dropped and sent into cleansing burst and then overcharged with the f1 ability detonate healing turret which will add an additional 1.3k heal to yourself and everyone in the area. The cooldown for the turret becomes 20 seconds however.

 

When should you overcharge the turret? When you know you won't be able to get another heal off anyways due to taking very large amounts of damage, or when you know your teammates need the heals badly and you won't be needing the heals yourself for a little while. In general you should use the turret almost on cooldown in order to keep your health and everyone elses health near you as high as possible.

 

The second healing ability is by using regenerating mist and following it up with shield 4 or any other blast finisher (big ol' bomb does one at the end). This gives about 2k health to yourself and teammates in the area which is quite useful. Using this combo frequently is one of the things you rarely see the average engie doing and it does turn around fights and makes a large difference.

 

A last note on combo fields is that you can use your blast finishers in other fields as well. Poison grenade will add AOE weakness and flame bomb will give AOE might stacks. Perhaps the most interesting trick is that smoke bomb will give 3 seconds of invisibility per blast finisher.

 


Comments

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@ 04:19 AM, Sun July 21 2013 Reply
Just for the record I am willing to add sections to the guide if anyone thinks of a topic I missed. Feel free to whisper me in game if you have questions/comments or if you want to duel or would like some help.
@ 01:31 PM, Wed July 24 2013 Reply
The 10 points into firearms is questionable, I'd invest them into alchemy instead.
@ 09:28 PM, Sun August 04 2013 Reply
Hey there, God.
How would you adapt this to WvW? I've been playing something similar, just wondering what you would do.
@ 07:12 PM, Wed August 07 2013 Reply
I would run HGH in zergs and this in roaming/small scale fights. You really don't need to do anything different since the traits are locked in and rabid armor is rabid amulet.
@ 05:55 PM, Mon December 15 2014 Reply
I'm new to engi. best build I've found so far. Thanks